Abstract
In this chapter:
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Usability is about how users use systems, i.e., user behavior. How is this characterized? What drives it?
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Major properties of user behavior regarded here are a) the time needed and b) the errors made. What distinguishes erroneous from ‘normal’ behavior?
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Which types of errors are important in HCI and how can these be explained theoretically?
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Notes
- 1.
Parts of Sect. 2.3 have already been published in Halbrügge et al. (2015b).
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Example: Keying ahead without visual feedback can save time, but needs more cognitive resources than pure reaction to visual cues on the interface.
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In this work, the term “embodiment” is used in a more elaborated sense than “cognition with added perception and motor capabilities”. Instead, “embodied cognition” means that the analysis is not targeting the mind of the user, but the user-artifact dyad. In terms of Wilson’s six views of embodied cognition, this is mainly related to the aspects “We off-load cognitive work onto the environment” and “The environment is part of the cognitive system” (Wilson 2002).
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Side remark: According to a copy shop clerk, this error has been superseeded in frequency by clients forgetting their data stick after having received their printout.
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Note: These are ‘action’ schemas, not to be confused with the ‘source’ schemas.
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Halbrügge, M. (2018). Interactive Behavior and Human Error. In: Predicting User Performance and Errors. T-Labs Series in Telecommunication Services. Springer, Cham. https://doi.org/10.1007/978-3-319-60369-8_2
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DOI: https://doi.org/10.1007/978-3-319-60369-8_2
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