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ABSTRACT
Any system designed for people to use should be (a) easy to learn; (b) useful, i.e., contain functions people really need in their work; (c) easy to use; and (d) pleasant to use. In this note we present theoretical considerations and empirical data relevant to attaining these goals. First, we mention four principles for system design which we believe are necessary to attain these goals; Then we present survey results that demonstrate that our principles are not really all that obvious, but just seem obvious once presented. The responses of designers suggest they may sometimes think they are doing what we recommend when in fact they are not. This is consistent with the experience that systems designers do not often recommend or use them themselves. We contrast some of these responses with what we have in mind in order to provide a more useful description of our principles. Lastly, we consider why this might be so. These sections are summaries of those in a longer paper to appear elsewhere (Gould & Lewis, 1983). In that paper we elaborate on our four principles, showing how they form the basis for a general methodology of design, and we describe a successful example of using them in actual system design (IBM's Audio Distribution System).
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 37
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Scott R. Klemmer , Anoop K. Sinha , Jack Chen , James A. Landay , Nadeem Aboobaker , Annie Wang, Suede: a Wizard of Oz prototyping tool for speech user interfaces, Proceedings of the 13th annual ACM symposium on User interface software and technology, p.1-10, November 06-08, 2000, San Diego, California, United States
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C. Cool , R. S. Fish , R. E. Kraut , C. M. Lowery, Iterative design of video communication systems, Proceedings of the 1992 ACM conference on Computer-supported cooperative work, p.25-32, November 01-04, 1992, Toronto, Ontario, Canada
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Richard Gong , David Kieras, A validation of the GOMS model methodology in the development of a specialized, commercial software application, Proceedings of the SIGCHI conference on Human factors in computing systems: celebrating interdependence, p.351-357, April 24-28, 1994, Boston, Massachusetts, United States
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Daniel Avrahami , Scott E. Hudson, Forming interactivity: a tool for rapid prototyping of physical interactive products, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques, June 25-28, 2002, London, England
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Gitte Lindgaard , Richard Dillon , Patricia Trbovich , Rachel White , Gary Fernandes , Sonny Lundahl , Anu Pinnamaneni, User Needs Analysis and requirements engineering: Theory and practice, Interacting with Computers, v.18 n.1, p.47-70, January, 2006
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Richard C. Davis , T. Scott Saponas , Michael Shilman , James A. Landay, SketchWizard: Wizard of Oz prototyping of pen-based user interfaces, Proceedings of the 20th annual ACM symposium on User interface software and technology, October 07-10, 2007, Newport, Rhode Island, USA
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