WISE: a Wizard Interface
Supporting Enhanced usability
Joshua Hailpern
Carnegie Mellon University
Problem & Motivation
As computers become
ubiquitous and complicated, the challenge of making them usable becomes both
increasingly important and difficult.
Repeated failures by implementation and interaction experts to build
usable systems have motivated the creation of many successful design approaches
by interaction designers. However,
there are still many groups of end users that have not successfully overcome the difficulties they perceive in computer
use. Such groups include
individuals with unique needs, such as physical or mental disabilities, and
those with age-related challenges.
As a larger percentage of Americans are considered ÒoldÓ (60+), living
well into their 70Õs and baby boomers are reaching retirement age, the lack of
a system tailored to the needs of this demographic has resulted in a part of
the population being disconnected from the Òdigital worldÓ. Technology can allow older adults to
stay engaged with the world around them and can improve their quality of
life. The current state of
software that targets older adultsÕ ability to use computers focuses on
physical issues, while largely ignoring the volumes of gerontological cognitive
research that could make computers both usable and intuitive for older
adults. This research examines the
existing body of literature on age-related cognitive challenges, in order to
construct and test a set of design principles for systems targeting novice
older adult users.
Background & Related
Work
Accessibility is a major
concern today for most mass-produced computer systems. As a group, the number of people aged
over 60 is growing at a record pace [3]. As commonly framed, accessibility/usability deals
primarily with physical and sensory issues (e.g., changing colors or font
sizes) but comparatively few systems make adequate use of gerontological
cognitive research [3,10]. For
older adults, smooth and productive computer usage requires a system that
supports their objectives and works with knowledge of their possible cognitive
challenges [10].
We address this challenge by using
current gerontological cognitive research as a guide to create a set of design
principles for system design. Using
these principles, and to test their implications, we have designed an
alternative to the standard OS and application UI targeting older adults
(65+).
The body of
existing gerontological cognitive research made it apparent that an effective
design must support an interaction with less cognitive stress than that
presented by a traditional OS user interface. The related cognitive literature can be grouped into 4 main
areas, which directly relate to the 4 guiding design principles proposed:
Linerar Interaction, Effective Cognitive Strategy Prompting, Uniform Limited
Scope, and Accessibility.
Linear
Interaction:
There are essentially two
issues facing an older adult who wishes to use a computer. First, there is the walk-up-and-use
aspect facing a novice computer user who needs to find information without much
background knowledge about the system itself. The second issue concerns the situation in which one uses a
computer repeatedly for the same task.
Older adults can experience problems associated with walk-up-and-use
even in situations involving repeated use. It is hypothesized that this is due
to age-related memory limitations.
Thus a solution needs to support both novice interaction and provide
affordances to aid remembering or at least substitute recognition for recall [3,10].
A linear style of interaction
seemed to provide a solution to both issues. KnŠuper suggests that working memory declines somewhat with
age and that parallel processing provides the most stress on the working memory
system [8]. His
research centers on the ordering of questions in a survey, but it is
hypothesized that it extends to the ordering of tasks in a user interface. Accepted cognitive psychological
research indicates that a high level of parallel processing penalizes the depth
of processing for any individual task and hence reduces retention for the aged
[1,6].
CraikÕs work extends this finding, noting that such division of
attention affects older adults to a greater extent than it does younger people
[1,3].
Further research indicates
that episodic memory, the ability to remember autobiographical information that
occurred recently, is the most grossly impaired form of memory in late
adulthood [2]. This
deficiency can manifest itself in an inability to remember faces or other
images, making a ÒHistory-BarÓ in support of linear interaction crucial. It may be difficult for an older user
to remember the recent screens associated with a path from the start of an
application to some goal. Thus, we
theorize that a solution should reduce or eliminate the need to remember,
providing constant cues to reinforce the correct interaction. A novice user can get from point A to
point B simply by making choices. We believe that the History-Bar concept developed
in this research will reinforce the userÕs episodic memory (i.e., recall) of
decisions until the action set becomes second nature.
Effective
Cognitive Strategy Prompting:
Research by Hultsch looked
into the differences in organization of free recall by people of different age
groups. His first result was
expected: young people have a tendency to perform better at such tasks than
older adults. His second result
shows that, when prompted with better cognitive strategies for remembering
(such as mnemonics and imagery), older people improved at a much greater rate
than young people, almost catching up their performance level to that of the
young [5]. This
finding indicated that older adults were less likely to spontaneously use
effective cognitive strategies than young people. This would account for the increased benefit of providing
such prompting to older subjects.
Thus, a tool targeting older adults should provide imagery, mnemonics,
and metaphors for the tasks that they are attempting to accomplish.
However, there is a body of
research that indicates that visual memory is the most problematic form of
memory in older individuals.
Extensive research by Winograd and Simon indicates that, while there is
a real reduction in spontaneous pictorial encoding of information in memory,
images can help older individuals to remember things more effectively. They conclude that most of this result
comes from increased prompting for organization rather than the pictures
themselves. Hence, one would be
wise to try multiple organizational prompts when building memory training for
late adulthood [12]. Thus
tools targeting older adults should utilize redundant cues for improved
organization. Further, to leverage
the more stable verbal memory, tasks should be identified by an image and by a
consistent naming scheme that is always visible in multiple [3].
Research by Poon et al., on
the effectiveness of mnemonics for older adults, concurs with HultschÕs work by
showing that young people are more apt to use spontaneous effective encoding
strategies [5,7]. This
work goes one step further by demonstrating that repeated exposure to effective
cognitive strategies can eventually allow older subjects to generate
spontaneous effective organizational strategies [7].
In other words, by reinforcing simple interaction, a tool may eventually
facilitate more complex and effective interaction between computers and older
adult subjects. This should be the
ultimate goal of any such tool.
Uniform,
Limited Scope:
ÒInterface uniformityÓ is
an overarching HCI design principle.
Uniformity can consist of consistent placement of key features (buttons)
and state (title bar and History-Bar) on every step in the task path, or
methods of interaction with the interface (always using buttons for
interactions). Such uniformly
limited and simplified interaction method should require less cognitive burden
to operate. Limiting and
unifying the look of the interface is a common heuristic leveraged against any
justified user interface to allow for the Ômethod of lociÕ to be utilized as an
effective way to navigate and get information from the interface. Kausler indicates that location-based
memory can be an effective way to associate and encode memory for older adults
[7].
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Accessibility:
There is a great deal of
anecdotal evidence that older adults often face sensory impairments. The interesting observation is that
they can often compensate for these limitations by relying on the context of
information [7].
As such, good software for older adults will utilize contextual
affordances to help those users with reduced sensory function to navigate the
interface [7].
Some of the more straightforward aspects of accessibility design deal
with coloration and sizing decisions.
Of note, a desaturated set of beige and yellow hues can reduce eyestrain
and fatigue, as well as focus attention on colors that are highly visible, even
to users with reduced visual acuity. Yellow and green are the two colors that
human retinal cones are most able to distinguish [4].
Other affordances to consider include the use of large, high-contrast fonts
with serifs. Further, the use of
large buttons not only makes them more visible, but it also reduces FittÕs Law
limitations by increasing target size.
This will help both users with reduced vision and those who may have
lost some motor ability [4].
Uniqueness of the Approach
The integration of these
design principles with the Apple Cocoa API (Application Program Interface) for
Objective-C and AppleScript resulted in a system named WISE: the Wizard Interface Supporting Enhanced usability. WISE
(Figure 1) is an easily extensible system that creates an interface tailored to
the needs of older users, based on gerontological research. Because the API and scripting language
are closely coupled to the OS X operating system, the focus could be placed on
quality of design, by leveraging existing protocols and widgets.
Goal Metaphor
Since verbal memory tends to
persist better than visual memory for older users, tasks in WISE use a goal
metaphor, allowing users to consider their task verbally as a set of sub-tasks
with discrete choices. WISE, therefore,
provides an inherent organizational and cognitive strategy for common
computational tasks, general choices to specific ones (e.g., Look Up
Information, then Looking Up News, then Choosing your News Source). In essence,
WISE abstracts away from the application-centered view of modern operating
systems, and ÒhidesÓ the end process (thinking about Òlooking up a movie timeÓ
rather than remembering to use a web browser and the specific URL). Task and choices are separated
semantically even if they use the same end ÒapplicationÓ (i.e., looking up news
online and looking up movie times online).
To avoid making possibly
false assumptions about cross-generational computer views, WISE abstracts away
from technical applications towards goals and a vernacular that does not
necessarily have to be accomplished with a computer [9]. For example, instead
of Òmedia playerÓ, the term ÒCompact Disc PlayerÓ was used. Menus and button titles were phrased as
questions or tasks to perform, rather than as one-word technical phrases,
whenever possible. It is
theorized that this decision will reduce the novice userÕs computer learning
curve and will greatly increase the userÕs computer usage speed.
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Linear Interaction
To abate division of
attention, WISE relies on a linear interaction model and never requires a user
to attend to multiple windows at any one time. Linear interaction can limit the
number of actions that a person can do at one time. However, reducing the
cognitive burden on the user is of primary importance. To alleviate this, WISE will save the
userÕs place inside of a given goal/application, to allow the user to resume a
task.
The embodiment of this linear
interaction is shown in a persistent History-Bar (Figure 2) that tracks all of
the userÕs choices from start screen to destination. This allows the user to visually understand and recognize
the choices that the user made (menu/application selections) to get to the
current window/task displayed on the screen. It may be difficult for an older
user to remember the recent screens associated with a path from the start of an
application to some goal—the persistent History-Bar removes the need to
remember, providing constant cues to reinforce and learn the correct
interaction. A user can see all of his or her choices and trace the path
backwards to a previous location. In addition, a Ògo backÓ button is present
that allows the user to dynamically return to any menu/application (with the
same state) they had previously been in. A novice user can get from point A to point B
simply by making choices and retracing their steps. The History-Bar seeks to reinforce this userÕs episodic
memory of decisions until the action set becomes second nature.
Every time the user makes a
choice, the menuÕs name and icon are placed on the bottom of the
History-Bar. The layout of the
list is done vertically to help convey a ÔzoomingÕ linear perspective,
mirroring the scope of their choices.
As more and more options are placed on the History-Bar, the user will
have the feeling of zooming deeper and deeper into the program, without ever
losing perspective of their current menu or how to get back up the chain. In the spirit of walk-up-and-use
systems, the depth of interaction with the system and the methods necessary to
successfully use WISE were reduced, following Czaja. There are no standard
navigation paths with a depth of more than five screens (e.g. depth of four:
MainWindow
Information
News
CNN).
Back navigation is thus easy:
a user can see all of his or her choices, trace the path backwards to a
previous location, and return to that state with a single mouse click.
Beyond simple linear
interaction, WISE focuses on effective cognitive strategies for remembering, as
recommended by Hultsch. To this
end, WISE uses redundant cues for improved organization. Each task is identified by both by an
icon and by a consistent naming scheme that is always visible in multiple
locations following the suggestions of Czaja.
To conform to the
limited-scope design heuristic, the History-Bar functions under the single
click design. Without selecting a
specific item from the History-Bar, pressing the Ògo backÓ button moves the
user back one ÒstepÓ in the history.
This design choice enables the user to traverse their history, even if
they have no concept of selecting items in their History-Bar. If a menu/function is selected in the
History-Bar, then the Ògo backÓ button displays that menu/functionÕs name, and pressing
it will jump the user back to that step, thus allowing faster traversal of
their history.
Uniform Limited Scope
In addition to goal-oriented
design to hide the concept of Web browsing, a Wikipedia Web-page parsing
algorithm designed by Sean Timothy Billig for his Wikipedia widget (http://www.whatsinthehouse.com/widgets/)
was incorporated. His algorithm
eliminated the general layout of the Wikipedia Web page and presented a
simplified HTML layout containing text and images only (though still properly
formatted). This allowed us to
modify the text size and color scheme to make Wikipedia articles easier to
read. In time, a
similar algorithm could be developed to parse other Web-based parts of WISE to
make browsing the Web more uniform and even easier to read/interact with.
Another design choice was to
leverage the single button Apple Mac mouse, to create an interface based
exclusively on button selections, single clicks and text entry. There is no
concept of right clicking, pull-downs, modifier + click or double clicking for
the standard navigation actions available in WISE. By reducing the palette of interaction methods, the
cognitive load resulting from multiple equivalent navigating methods is reduced.
To provide further redundant
cues, each set of choices is represented by an icon, a title, and a name. These appear in multiple locations on
the screen in addition to the History-Bar (as stated before). Their arrangement on the screen is
uniform throughout WISE, creating a common visual theme. For example, each page
has a consistently placed title bar describing the current step in the task
path from start to goal.
Accessibility
Some of the more
straightforward aspects of WISEÕs accessibility design were the coloration and
sizing decisions contained with the system. WISE was built on a desaturated set of beige and yellow
hues. This was designed to reduce
eyestrain and fatigue, as well as to focus on colors that are highly visible
even to users with reduced visual acuity. Yellow and green are the two colors
that human retinal cones are most able to distinguish [4]. Combining this with the
concept of a lens that yellows with age, it was apparent that a yellow
coloration would be the best choice for visibility. As a result, there is
little red. What red is used was softened to reduce strain. Overall, the desire
was to have WISE have a soft effect on the eye, to help ease any trepidation
against using a computer.
Other affordances include our
use of large, high-contrast fonts with serifs and the reinforcement of text
with icons and vice versa. The use
of large buttons not only makes them more visible, but also reduces FittÕs Law
limitations, by increasing target size.
This will help both users with reduced vision and those who may have
lost some motor ability.
Focus-Group / User Tests
Following the construction of WISE, a focus group was held consisting of 10 older adults (mean age 74 year) from a retirement center in Westchester County, New York. Users had a median experience with computers of 10 years (range 1 to 45 years). Subjects
were compensated financially and given a free lunch for participating in the
session. During the 2-hour
session, subjects were asked to use WISE in groups of two and three to perform
simple tasks (e.g., look up information about AlzheimerÕs, summarize it, and
print it). Before and after the
task, users were given questionnaires.
In addition, a discussion was conduced, after completion of the
task. Both questionnaires and oral
discussion were utilized to illicit individual, unbiased feedback, as well as
synthesized reactions determined by group discourse. The main focus of the session was to gage user reactions to
the new interface and determine which features were and were not useful. The reactions could then be
extrapolated to determine which design decisions were beneficial to older
adults, and which were not.
Results and Contributions
The results of the user group
showed that WISE met many of its goals.
The feedback indicated that WISE was generally accepted as Òsimple to
use,Ó Òuser friendly,Ó Ònot intimidating,Ó Òhelpful when using the computer,Ó
Òhaving as much control as wanted,Ó and a piece of software subjects would
Òlike to install.Ó
Discussion with the subjects and questionnaires pointed to three key
features that made use successful: the History-Bar, large easy to find icons as
main method of navigation, and explicitly asking or directing searches by
allowing users to search by Òasking a question,Ó rather then typing
keywords. During discussions, the
History-Bar was widely appreciated.
Users repeatedly mentioned how useful it was for remembering what they
did, how they got to the current screen, and for navigating within the
system. In addition, subjects
asked for additional information to be stored in it, for more fine-grained
control and recall. Using these
results, future tools for older adults can be better refined and designed.
One such application of these
results could be a dynamic quick link application that places short cuts to
most frequent applications and websites on the desktop with size directly
proportional to use. Much like
WISEÕs interface focused on easy application/goal finding, a similar approach and
utilization of the computerÕs desktop could have a positive effect on computer
usage by older adults.
Most significantly, a system
History-Bar could be devised to allow users to track their steps and choices
throughout their entire computer usage.
This system History-Bar could function much in the same way as the WISE
History-Bar, capturing state, history, as well as providing a method for easy
inter-application, inter-task navigation.
Not only could a tool such as this help older adults, but it also could
potential help a larger demographic of computer users multi-task, remember and
learn how to use the computer.
In addition to the positive
feedback, some criticisms and negative feedback were also made. First, users almost unanimously said
that they want to use ÒcommonÓ software:
programs that everyone else has. In addition, subjects felt that, though
WISE would be an excellent tool for novices and new comers, the interface was
too limiting for individuals with moderate experience. From this, it can be concluded
that future software targeting older adults should function as either a plug-in
or an assistant, rather than by replacing a specific application or OS. Second, subjects requested a
traditional Web browser. Even with
the promise of Òmore goals,Ó users felt that the lack of an explicit Web
browser limited their computer usage by dictating what Websites could and could
not be reached. Lastly, subjects
felt the single window approach was limiting, because they would like to have
multiple windows open at a time for certain types of tasks (i.e., looking up
information while writing a document).
Unfortunately, there was no acknowledgment of the Ògoal metaphorÓ being
either useful, or a hindrance.
One interesting observation
of the subjects was that when looking up information online to be included into
a document, they first wrote their findings down on paper then re-typed them
into the computer. When asked
about this observation, users stated that they would like a notepad-like tool
on the computer so they can keep/move notes between applications. Clearly such a capability would need to
be closely integrated across applications, so as to avoid the addition of
complexity or other impediments to this groupÕs usage of it.
This research shows that
through the examination of cognitive research on age related challenges, novel
solutions to enhancing computer usage for older adults can be created. Specifically, this work has shown that
keeping context and utilizing it to navigate is a method of interaction older
adults find useful and natural. In
addition, this work also suggests that application/Website activation is still
a task that remains difficult in current OS implementations, and suggests a
potential solution to alleviate this problem.
References
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