Lesson 2
Lesson 2
· Physiology: the way in which they move and interact with physical objects
in their environment.
· Boarders and spacing are effective visual ways of grouping information and
make it easier to perceive and locate items.
· Maximum and minimum detectable levels of, for example, sound. People hear
different frequencies. They also differ in the number of signals they can process
at a time.
· The field of perception. Depending on the environment, not all stimuli may
be detectable. Not all parts of the display may be visible if a user, for example,
faces it at the wrong angle.
· Fatigue and circadian (biological) rhythms. When people are tired, their
reactions to stimuli may be slower.
Background noise.
Designers have to make sure that people can see or hear displays if they are to use
them. In some environments, this is particularly important. For instance, most
aircraft produce over 15 audible warnings. It is relatively easy to confuse them
under stress and with high levels of background noise. Such observations may be
worrying for the air traveller, but they also have significance for more general
HCI design. We must ensure that signals are redundant (e.g., it must be more than
what is needed, desired or required). If we display critical information through
small changes to the screen, many people will not detect the change. If you rely
upon audio signals to inform users about critical events, you exclude people with
hearing problems or people who work in a noisy environment. On the other hand,
audio signals may irritate users in shared offices.
Partial sight, ageing and congenital colour defects produce changes in perception
that reduce the visual effectiveness of certain colour combinations. Two colours
that contrast sharply when perceived by someone with normal vision may be far less
distinguishable to someone with a visual defect. People with colour perception
defects generally see less contrast between colours than someone with normal
vision. Lightening light colours and darkening dark colours will increase the
visual accessibility of a design.
Cognition refers to a variety of processes that take place in our heads. These
include:
· decision-making
· attention
· time perception
Knowledge of these will help designers to create usable interfaces. Our discussion
of cognition will be limited to attention and memory.
2.2.2.1 Attention
The following activity is a good example of focusing your attention. Find the
price of a family room in a guest house that has five rooms in Table 2.1 (a). Then
find the telephone number in Table 2.1 (b). Which took longer to find information,
Table 2.1 (a) or Table 2.1 (b)?
Gauteng
City
Guest House
Area code
Phone
Rates
Single
Double
Johannesburg
All-in-one
011
670 9232
R450
R900
All-in-one
Rest retreat
011
670 9232
R670
R1300
Rest retreat
Break a way
011
678 9834
R300
R600
Pretoria
All-in-one
012
690 1232
R550
R1000
Pretoria
Rest retreat
012
690 1453
R770
R1400
Pretoria
Break a way
012
678 9566
R330
R700
(a)
Cape Province
(b)
In early studies conducted by Tullis, it was found that the two screens produce
different results: it takes on average 3,2 seconds to search for the information in
table 2.1 (a) and 5,5 seconds to find the same kind of information in table 2.1
(b). The question one can then ask is: Why so? The primary reason is the way in
which the characters are grouped in the display. In table 2.1 (a) the characters
are grouped into vertical categories of information with columns of space between
them. Because the information in table 2.1 (b) is bunched together, it is much
harder to go through it.
· Intensity. The designer should make use of two levels only with a limited
use of high intensity to draw attention.
· Size. Use only four sizes; the larger sizes attracting attention.
· Blinking. Make use of blinking display (2-4 Hz) or blinking colour changes
but use with caution and only in limited areas.
· Colour. Use only four standard colours and reserve additional colours for
occasional use.
· Audio. Use soft tones for regular positive feedback and harsh sounds for
emergency conditions.
Audio tones such as the click of a keyboard or the ring tone of a telephone, can
provide informative feedback about progress. Alarms that go off in an emergency are
a good example of getting a user’s attention, but there should also be a mechanism
for the user to suppress alarms. An alternative to alarms is voice messages.
2.2.2.2 Memory
STM has a relatively short retention period and is limited in the amount of
information that it can keep. It is easy to retrieve information from STM. Some
people refer to STM as “working memory” since it acts as a temporary memory that is
necessary to perform our everyday activities. The effectiveness of STM is
influenced by attention – any distraction can cause information to vanish from STM.
Generally, people can keep up to seven items (e.g., a seven-digit telephone number)
in their STM unless there is some distraction.
LTM, on the other hand, has a high capacity. As its name suggests, it can store
information over much longer periods of time, but access is much slower. It also
takes time to record memories there. If we have to extract the information from
LTM, it may involve several moments of thought: for example, naming the seven
dwarfs or the current members of the national soccer team. The information stored
in LTM is affected by people’s interpretation of the events or contexts.
Information retrieved from LTM is also influenced by the retriever’s current
context or state of mind.
We should design interfaces that make efficient use of users’ short-term memory.
Users should be required to keep only a few items of information in their STM at
any point during interaction. They should not be compelled to search back through
dim and distant memories of training programmes in order to operate the system.
User interfaces can support short-term memory by including cues on the display.
This is effectively what a menu does: it provides fast access to a list of commands
that do not have to be remembered. On the other hand, help facilities are more like
long-term memory. We have to retrieve them and search through them to find the
information that we need.
In line with the general STM capacity, seven is often regarded as the magic number
in HCI. Important information is kept within the seven-item boundary. Additional
information can be held, but only if users employ techniques such as chunking. This
involves the grouping of information into meaningful sections. National telephone
numbers are usually divided in this way: 012 429 6122. Chunking can be applied to
menus through separator lines or cascading menus.
An important aim for user interface design is to reduce the load on STM. We can do
this by placing information “in the world” instead of expecting users to have it
“in the head” (Norman 1999). In computer use, knowledge in the world is provided
through the use of prompts on the display and the provision of paper documentation.
Shneiderman et al (2014) indicated that users increasingly save their digital
content on the Cloud, iCloud, Vimeo, Pinterest and Flickr so that they can access
it from multiple platforms. The challenge these companies face is to provide
interfaces that will enable users to store their content so that they can readily
access specific items, for example, a particular image, video or document. In order
to help users to remember what they saved, where they saved it or how they named
the file, different recall methods are used. Initially, the user tries recall-
directed memory and when it fails, recognition-based scanning, which takes longer.
Designers should consider both kinds of memory processes so that users can use
whatever memory they have to limit the area being searched and then represent the
information in this area of interface.
ACTIVITY 2.2
1. Draw up a table with two columns – one for STM and one for LTM – and list
the differences between the two types of memory.
2. Give your own example of how the load on the user’s STM can be relieved
through thoughtful design of the interface.
Short-Term Memory (STM) Long-Term Memory (LTM)
Limited capacity Virtually unlimited capacity
Duration is brief (seconds to minutes) Duration can last a lifetime
Susceptible to interference Less susceptible to interference
Primarily acoustic encoding Primarily semantic encoding
Information is easily forgotten if not rehearsed Information is retained for
long periods with or without rehearsal
Conscious awareness Information can be retrieved unconsciously
Storage for immediate tasks Storage for relatively permanent knowledge
Involved in active processing Involves passive storage
Table 2.2: Comparison of knowledge in the head and in the world (from Norman
(1999))
Property
Retrievability
Learning
Efficiency of use
Tends to be slowed up by the need to find and interpret the external sources.
High
Low
Aesthetics
When designing interfaces, the trade-off between knowledge in the world and
knowledge in the head must be kept in mind. Do not rely too much on the user’s
memory, but don’t clutter the interface with memory cues or information that is not
really necessary. Meaningful icons and menus can be used to relieve the strain on
memory, but the Help menu should provide additional information “in the world” that
is difficult to display properly on the interface.
ACTIVITY 2.3
Explain how we use cellular phones as knowledge in the world. Your answer should
make it clear what is meant by the term “knowledge in the world”.
We end this section on cognition with two examples of how interface design can
relate to human cognition (the user’s memory in particular). The image given above
is of a message from Microsoft’s Word 97. The message appeared after you have
spell-checked a document that contained text that you have indicated should be
excluded from spell-checking (the no-proofing option). The message is certainly
informative but requires that the user either has an exceptional short-term memory
or has pen and paper handy to write down the steps that it refers to.
Given all the passwords each of us must keep track of, it’s all too easy to forget
the password for a particular account or program. The figure shows how many
applications nowadays help the user to remember a password. When creating a new
account, you are asked to specify the new password and, in addition, provide a
question and answer in the event that you forget your password at some later time.
The log-in window includes a “Forgot my password” button that will prompt you with
the question you provided at registration and await your response.
This is a good solution to a problem that has plagued system operators everywhere.
It is an interface feature that should be considered for every application that
requires a password.
2.3 Physiology
Physiology involves the study of the human anatomy. It might seem strange to
include this in a course on user interface design, but knowledge of physiology can
make a noticeable contribution to the design of a successful system.
When using a computer system, users must at least be able to view the interface and
reach the input devices. Designers often have relatively little influence on the
working environments of their users. If they do have some power, here are a few
guidelines they can follow:
· Keyboard and mouse use: Prolonged periods of data entry place heavy stress
upon the wrist and upper arm. A range of low-cost wrist supports are now available.
They are a lot cheaper than the expense of employing and re-training new members of
staff. Problems in this regard include repetitive strain injury and carpal-tunnel
syndrome (both cause pain and numbness in the arms). Frequent breaks can help to
reduce the likelihood of these conditions.
· Chairs and office furniture: It’s no good providing a really good user
interface if your employees spend most of their time at a chiropractor. It is worth
investing in well-designed chairs that provide proper lower back support and
promote a good posture in front of a computer.
· Other people: You cannot rely on system operators to prevent bad things
from happening. Unexpected events in the environment can create the potential for
disaster. For example, a patient monitoring system should not rely on a touch
screen if doctors or nursing staff who move around the patient can accidentally
brush against it.
· Noise: Distraction can be caused by the sounds made by other workers (their
phone calls or the buzz of their computers) and by office equipment (fans or
printers). There are a number of low-cost solutions. For example, you may introduce
screens around desks or covers for devices such as printers. High-cost solutions
involve the use of white noise to mask intermittent beeps.
There are also a number of urban myths (untruths) about the impact of computer
systems on human physiology:
· Eyesight: Computer use does not damage your eyesight. It may, however, make
you aware of existing defects.
Interfaces often reflect the assumptions that their designers make about the
physiological characteristics of their users. Buttons are designed so that an
average user can easily select them with a mouse, touchpad or tracker-ball.
Unfortunately, there is no such thing as an average user. Some users have the
physiological capacity to make fine-grained selections, but others do not. Although
users may have the physical ability to use these interfaces, workplace pressures
may reduce their physiological ability.
A rule of thumb is: Do not make interface objects so small that they cannot be
selected by a user in a hurry; also, do not make disastrous options so easy to
select that they can be started by accident.
ACTIVITY 2.4
Choose any computer-based activity you sometimes perform such as selecting and
playing a song, writing and sending an e-mail, or submitting an assignment through
myUnisa.
Name the activity. Now mention three broad categories of human resources we use
in processing an action. Relate each category to how you would, in practice, use
that resource in your chosen activity.
· Exposure to more people: Disabled people and the elderly have good reason
to use new technologies. People who are unable to drive or walk and those with
mobility impairments can benefit from accessible online shopping. Communication
technologies such as e-mail and mobile technology, can provide them with the social
interaction they would otherwise not have.
· Distinguishable. This guideline makes it easier for users to see and hear
content and it separates the foreground from the background. Colour is not used as
the only visual means for conveying information, indicating an action, prompting a
response or distinguishing a visual element.
· Predictable. It means the designer should make web pages appear and operate
in predictable ways.
Visually impaired people experience difficulties with output display besides the
problems that the mouse and other input devices pose. Text-to-speech conversion can
help blind users to receive electronic mail or read text files, and speech-
recognition devices allow voice-controlled operation of some applications.
Enlarging portions of a display or converting displays to Braille or voice output
can be done with hardware and software that is easily obtainable. Speech generation
and auditory interfaces are also used by sighted users under difficult conditions,
for example, when driving an automobile, riding a bicycle or working in bright
sunshine.
Using the mouse requires constant hand-eye coordination and reaction to visual
feedback. This complicates matters for the visually impaired. They need to execute
clicking and selecting functions by means of dedicated keys on a keyboard or
through a special mouse that provides tactile feedback. Users with partial sight
should be allowed to change the size, shape and colour of the onscreen mouse
cursor, and auditory or tactile feedback of actions will be helpful.
With regard to keyboard use, visually impaired users require keys with large
lettering, a high contrast between text and background, and even audible feedback
when keys are pressed. Blind users usually access all commands and options from the
keyboard; therefore, function and control keys need to be marked with Braille or
tactile identification.
Users with physical impairments may have difficulties with grasping and moving a
standard mouse. They also find fine motor coordination and selecting small on-
screen targets demanding, if not impossible. Clicking, double clicking and drag-
and-drop operations pose problems for these users. Designers must find ways to make
this easier, for example, by letting the mouse vibrate if the cursor is over the
target or implementing “gravity fields” around objects so that when the cursor
comes into that field, it is drawn towards the target. Another solution is provided
through trackballs that allow users to move the cursor using only the thumb.
Severely physically impaired users may be able to move only their heads; therefore,
either head-operated or eye tracking devices are required to control on-screen
cursor movements or head-mounted optical mice. Speech input is another alternative,
but there are still high error rates (especially if the user’s speech is also
affected by the impairment) and it can only be used in a quiet environment.
Stephen Hawking was a well-known physicist who has written influential books such
as A Brief History in Time. Find information on him on the internet and then
describe:
The term “culture” is often wrongly associated with national boundaries. Culture
should rather be defined as the behaviour typical of a certain group or class of
people. Culture is conceptualised as a system of meaning that underlies routine and
behaviour in everyday working life. It includes race and ethnicity as well as other
variables and is manifested in customary behaviours, assumptions and values,
patterns of thinking and communicative style. According to Shneiderman et al
(2014), designers are still struggling to establish guidelines for designing for
multiple languages and cultures.
Nisbett (2003) compared the thought patterns of East Asians and Westerners and
classified them as holistic and analytic respectively. Holistically-minded people
tend to perceive a situation globally whereas analytically-minded people tend to
perceive an object separately from the context and to assign objects to categories.
Based on this distinction, Yong and Lee (2008) compared how these two groups view a
web page. They found distinct differences. For example, holistically-minded people
scan the whole page in a non-linear fashion, whereas analytically-minded people
tend to employ a sequential reading pattern.
There are many factors that need to be addressed before a software package can be
internationalised or localised. These can be categorised as overt and covert
factors:
· Covert factors deal with the elements that are intangible and depend on
culture or special knowledge. Symbols, colours, functionality, sound, metaphors and
mental models are covert factors. Much of the literature on internationalising
software has advised caution in addressing covert factors such as metaphors and
graphics. This advice should be heeded to avoid misinterpretation of the meaning
intended by the developers or inadvertent offence to the users of the target
culture.
An example of misinterpretation is the use of the trash can icon in the Apple
Macintosh user interface. People from Thailand do not recognise the American trash
can because in Thailand trash cans are actually wicker baskets. Some visuals are
recognisable in certain cultures, but they convey a totally different meaning. In
the United States, the owl is a symbol of knowledge but in Central America, the owl
is a symbol of witchcraft and black magic. A black cat is considered bad luck in
the US but good luck in the UK. Similarly, certain colours hold different
connotations in different cultures.
One culture may find certain covert elements inoffensive, but another may find the
same elements offensive. In most English-speaking countries, images of the ring or
OK hand gesture is understood correctly, but in France it means “zero”, “nothing”
or “worthless”. In some Mediterranean countries, the gesture means that a man is
homosexual. Covert factors will only work if the message intended in those covert
factors is understood in the target culture. Before any software with covert
factors is used, the software developers need to ensure that the correct
information is communicated by validating these factors with the users in the
target culture.
2.5 Personality and Gender
Some people dislike computers or get anxious when they have to use them; others are
attracted to or eager to use any new kind of technology. Often members of these
divergent groups disapprove or are suspicious of members of the other community.
Even people who enjoy using computers may have different preferences regarding
interaction styles, the pace of interaction, graphics versus tabular presentations,
dense versus sparse data presentation, step-by-step work versus all-at-once work,
and so on. These differences are important. A clear understanding of personality
and cognitive styles can be helpful in designing systems for a specific community
of users.
It is often pointed out that the majority of video arcade game players and
designers are young males. There are female players for any game, but popular
choices among women for early video games were “Pacman” and its variants, plus a
few other games such as “Donkey Kong” or “Tetris”. We can only speculate as to why
women prefer these games. One female reviewer labelled Pacman as “oral aggressive”
and could appreciate the female style of play. Other women have identified the
compulsive cleaning up of every dot as an attraction. These games are distinguished
by their less violent action and soundtrack. Also, the board is fully visible,
characters have personality, softer colour patterns are used, and there is a sense
of closure and completion. Can these informal conjectures be converted to
measurable criteria and then validated? Can designers become more aware of the
needs and desires of women, and create video games that will be more attractive to
women than to men?
Turning from games to office automation, the predominant male designers may not
realise the effect on female users when the command names require the users to KILL
a file or ABORT a program. These and other potentially unfortunate mistakes and
mismatches between the user interface and the user might be avoided by paying more
attention to individual differences among users.
2.6 Age
Historically, computers and computer applications have been designed for use by
adults for assisting them in their work. Consequently, in many accepted definitions
of human-computer interaction and interaction design, there is a hidden assumption
that users are adults. In definitions of HCI there are, for example, references to
users’ “everyday working lives” or the organisations they belong to. Nowadays,
however, computer users span all ages. Applications are developed for toddlers aged
two or three and special applications and mobile devices are designed for the
elderly. User groups of different ages can have vastly different preferences with
regard to interaction with computers.
Below we look at two special user groups – young children and the elderly – in
detail.
One way to address the concerns about the physical harm in spending too much time
inactively in front of a computer screen is to develop technology that require
children to move around. Dance mats that use sensory devices to detect movement are
widely available. Computer vision and hearing technology can also be used to create
games that use movement as input. A widely used commercial application that uses
movement input is Sony’s EyeToy™. The EyeToy is a motion recognition USB camera
used with Sony’s Play Station 2. It can detect movement of any part of the body,
but most EyeToy games involve arm movements. An image of the player is projected on
the screen to form part of the game space. Depending on the game context, certain
areas of the screen are active during the game. Players must move so that their
hands on the projected image interact with screen objects that are active in the
game. For example, they have to hit or catch a moving ball. In other words, the
user manipulates screen elements through his or her projected image.
Projected images of children playing Sony EyeToy games (Game Vortex, 2008) From
http://www.psillustrated.com/psillustrated/soft_rev.php/2686/eyetoy-play-2-ps2.html
It is also important for designers to take note of children’s limitations such as:
· short attention span and limited capacity to work with multiple concepts
simultaneously (Shneiderman et al 2014).
Owing to advances in health care technologies and living standards, the human life
span is constantly increasing. This means that the population of older people is
steadily growing, and that older people are more active than before. Although
people now live longer, many of them will still develop some degenerative
disabilities due to their advanced age (Darzentas & Miesenberger 2005).
The elderly have often been ignored as users of computers since they are assumed
to be both dismissive of and unable to keep up with advancing technology. According
to Shneiderman et al (2014), if designers understand human factors involved in
aging, they can create user interfaces that facilitate access by older adult users.
The stereotype that senior citizens are averse to the use of new technologies is
not necessarily true (Dix, Finlay, Abowd & Beal, 2004). They do, however,
experience impairments related to their vision, movement and memory capacity
(Kaemba 2008) that affect the way they interact with devices. They have problems
with mouse use because they complete movements slowly and have difficulty in
performing fine motor actions such as cursor positioning. Moving the mouse cursor
over small targets may be difficult for senior users, and double-clicking actions
may be problematic, especially for users with hand tremors.
The dexterity of our fingers decreases as we age, so elderly users may experience
many difficulties typing long sequences of text on a keyboard. Keyboards that can
easily be reached, have sufficient space between keys, provide audible or tactile
feedback of pressed keys, and a high contrast between text and background may be
required. Networking projects such as the San Francisco-based SeniorNet, provide
elderly users over the age of 50 with access to and education about computing and
the internet. The key focus of SeniorNet is to enhance elderly users’ lives and to
enable them to share their knowledge and wisdom (Shneiderman et al 2014).
Nintendo’s Wii also discovered that computer games are popular with elderly users
because it stimulates social interaction, practises their sensory and motor skills
such as eye-to-hand coordination, enhances their dexterity and improves their
reaction time. In their study, Shneiderman et al (2014) also discovered that there
was some fear of computers among elderly users and that they believed that they
were incapable of using computers. But after a few positive experiences with
computers, for example, sharing photos, exploring e-mail and using educational
games, the fear gave way, and they were satisfied and eager to learn. Most of the
mechanisms for supporting users with motor impairments described in section 2.3.2.2
are applicable to elderly users.
Many senior users find the text size on typical monitors too small and require
more contrast between text and background. Even more so on small displays of mobile
phones. Touch screens solve some of the interaction problems, but older users’
habit of a finger along a text line while reading can result in unintended
selections (Kaemba 2008). Clearly, the physical, social and mental contexts of the
elderly differ from that of younger adults. The needs and preferences of adult
technology users can therefore not be transferred to the elderly.
2.7 Expertise
The way in which a system is designed, built and sold depends on the intended
users, on whether they are experts or novices. In the former case, designers must
build upon existing skills. Issues such as consistency with previous interfaces,
are absolutely critical. In the case of novice users, designers must provide a
higher level of support. They must also anticipate some of the learning errors that
can arise during interaction. It is difficult to begin the development process if
designers are unaware of such general characteristics of their user population.
Some people may only have partial information about how to complete a task. This is
the typical situation of novice users of a computer application. They will need
procedural information about what to do next. Experts, on the other hand, will have
well-formed task models and do not need guidance. It follows, therefore, that novel
task designers may have greater flexibility in the way that they implement their
interface. In more established applications, expert users will have well-developed
task structures and may not notice or adapt so quickly to any changes introduced in
a system.
The second level of interaction introduces the idea that users apply rules to guide
their use of a system. This approach is slightly more informed than the use of
general knowledge. For example, users will make inferences based on previous
experience. This implies that designers should develop systems that are consistent.
Similar operations should be performed in a similar manner. If this approach is
adopted, then users can apply the rules learned with one system to help them
operate another, for instance: “To print this page, I go to the File menu and
select the option labelled Print”. There are two forms of consistency:
What designers should always keep in mind is that the more users have to think
about using the interface, the less cognitive and perceptual resources they will
have available for the main task.
2.8.1 Types of Error
People make errors routinely. It is part of human nature. There are several forms
of human error or mistakes. Norman (1999) distinguishes the following main
categories:
· Slips: Slips are observable errors and result from automatic behaviour.
They include confusions such as the confusion between left and right.
So, with a slip the person had the correct goal but performed the incorrect action;
with a mistake the goal was incorrect.
The difference between mistakes and slips: humans will make slips so designers
should design in such a way that makes the consequences of slip errors less
irreversible. That is one of the reasons why emergency buttons are big and red.
Mistakes occur when users don’t know what to do because they haven’t learned or
haven’t been taught to use something properly, for example, if someone uses an old
Xbox game controller like a motion-sensitive Wiimote and waves it through the air
instead of pressing the buttons. Slips occur mostly in skilled behaviour; when the
user does not pay proper attention. Users who are still learning don’t make slips
(Norman 1999).
· Capture errors: This occurs when an activity that you perform frequently is
executed instead of the intended activity. For example, when I, on the day I have
leave, drop my child at the pre-school and without thinking drive to work instead
of driving home.
· Description errors: This occurs when, instead of the intended activity, you
do something that has a lot in common with what you wanted to do. For example,
instead of putting the ice-cream in the freezer, you put it in the fridge.
· Mode errors: These occur when a device has different modes of operation,
and the same action has a different purpose in the different modes. For example, a
watch can have a time-reading mode and a stopwatch mode. If the button that
switches on a light in time-reading mode is also the button that resets the
stopwatch, one may try to read the stopwatch in the dark by pressing the light
button and thereby accidentally clearing the stopwatch.
What is the true cause of human error? In the aftermath of many major accidents, it
is typical to hear reports of an “operator error” as the primary cause of the
failure. This term has little meaning unless it is supported by a careful analysis
of the accident. For example, if an operator is forced to manage as best he/she can
with a bug-ridden, unreliable system, is an accident then his/her fault or that of
the person who implemented the program? If bugs are the result of poorly defined
requirements or cost cutting during testing, are these failures then the fault of
the programmer or the designer?
Further sources of error come from poor working environments. Again, a system may
work well in a development environment, but the noise, heat, vibration or altitude
of a user’s daily life may make the system unfit for its actual purpose.
There are, however, some obvious steps that can be taken to reduce both the
frequency and the cost of human error. In terms of cost, it is possible to engineer
decision support systems that provide users with guidance and help during the
performance of critical operations. These systems may even implement cool-off
periods during which users’ commands will not be effective until they have reviewed
the criteria for a decision. These systems engineering solutions impose interlocks
on control and limit the scope of human intervention. The consequences are obvious
when such locks are placed in inappropriate areas of a system.
When designing systems, one should keep in mind the kinds of errors people make.
For example, minimising different modes or making the different modes clearly
visible, will avoid mode errors. Users may click on a delete button when they meant
to click on the save button (maybe the delete button is located where, in a
different application, the save button was placed). To prevent the user from
incorrectly deleting something important, the interface should request confirmation
before going through with a delete action.