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Why designers can't understand their users

Verhoef, L.W.M.

Citation

Verhoef, L. W. M. (2007, September 19). Why designers can't understand their users.

Human Efficiency, Utrecht. Retrieved from https://hdl.handle.net/1887/12347

Version: Corrected Publisher’s Version

License: Licence agreement concerning inclusion of doctoral thesis in the

Institutional Repository of the University of Leiden

Downloaded from: https://hdl.handle.net/1887/12347

Note: To cite this publication please use the final published version (if applicable).

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Why designers can’t

understand their users:

developing a systematic

approach using cognitive

psychology

Leonard Verhoef

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Verhoef, Leonardus Wilhelmus Maria

Why designers can’t understand their users: developing a systematic approach using cognitive psychology

Thesis Leiden University. – With ref. – With summary in Dutch.

ISBN-10: 908099751X ISBN-13: 9789080997516

© 2007, Leonard W. M. Verhoef,

Parkstraat 19, 3581 PB Utrecht, The Netherlands +31 (0)30 231 44 97,

verhoef@humanefficiency.nl www.humanefficiency.nl

www.humanefficiency.nl/designers_understanding.htm Cover: Rens Holslag, Leonard Verhoef

Printed by Human Efficiency, Utrecht

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Why designers can’t

understand their users:

developing a systematic

approach using cognitive

psychology

Proefschrift ter verkrijging van

de graad van Doctor aan de Universiteit Leiden, op gezag van Rector Magnificus prof.mr. P.F. van der Heijden,

volgens besluit van het College voor Promoties te verdedigen op woensdag 19 september 2007

klokke 13:45 uur door Leonard Verhoef

geboren te Utrecht in 1950

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Promotiecommissie Promotor:

prof. dr. P. Hudson Referent:

Prof. dr. K.A. Brookhuis Overige leden:

Prof. dr. W.A. Wagenaar Prof. dr. A. Rip

Dr. J. Groenewegen

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Netherlands Railways facilitated the experiments reported in this thesis.

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Contents 1

Contents

Introduction 7 Part I The Problem:

how to apply fundamental experimental psychological knowledge

1 From psychology to practice 13 2 Maintaining a scientific approach in practice 15 3 Which approach to apply 17 3.1 Elementary approach 17

3.2 Holistic approach 17

3.3 Synthetic approach 20

Part II The Solution:

a synthesis of psychological and design con-

cepts

4. The 'man' component 25 5. The 'interface' component 28 5.1 Interface technology approach 28 5.1.1Practical and experimental problems 28 5.1.2Theoretical problems 31 5.2 Properties approach 32 5.2.1Properties of the element of an interface 33 5.2.2The value of properties of elements 35 5.2.3The field properties of an interface 38 5.2.4Which field properties of the interface 39 1The field property quantity 40 2The field property distance 40 3The field property structure 40 5.2.5‘Man’ and ‘Interface’ 41

6. The 'task' component 42 7. Testing the Solution 44 7.1 Theoretical evaluation 46 7.2 Empirical test using students 46

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Why designers can’t understand their users 2

7.3 Practical test by comparing designs 47 7.4 How the synthetic model will be tested 48

Part III Experiments:

better designs with the Solution?

8. Visual size 53

8.1 What is visual size? 53

8.2 Why visual size? 54

8.3 Which sizes? 54

8.4 Experiment: the effect of size on visual search per- formance 56

8.4.1Introduction 56

8.4.2Method 61

8.4.3Results 62

8.4.4Discussion 63

8.5 Generalisation of knowledge 65 8.5.1Interface technology generalisation: numerical

code train ticket vending machines 65 8.5.2Interface technology generalisation: screen train

ticket vending machines 66 8.5.3Domain generalisation: lists in computer interfaces

67

8.6 Conclusion 68

9. Visual distance 71

9.1 What is distance 71

9.2 Distance in other function fields 72 9.3 What is visual distance? 73 9.4 Why the term visual distance 74 9.5 Which visual distances 76 9.6 Experiment 1: comparison ‘Out of order’ 78

9.6.1Introduction 78

9.6.2Method 80

9.6.3Results 82

9.6.4Discussion 82

9.7 Experiment 2: comparison ‘Insert this way’ 83

9.7.1Introduction 83

9.7.2Method 85

9.7.3Results 87

9.7.4Discussion 87

9.8 Generalization of knowledge 89

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Contents 3 9.8.1Interface technology independence: the 360-

destinations vending machine 89 9.8.2Interface technology independence: the touch-

screen vending machine 90 9.8.3Domain independence: a coffee vending machine 93

9.9 Conclusion 94

10. Cognitive quantity 97 10.1What is cognitive quantity 97 10.2Why cognitive quantity 97 10.3Which cognitive quantities 98 10.4Experiment 1: observation of performance 99

10.4.1Introduction 99

10.4.2Method 100

10.4.3Results 101

10.4.4Discussion 101

10.5Experiment 2: the effect of cognitive quantity 102

10.5.1Introduction 102

10.5.2Method 103

1The indicator used 103 2 Condition little information; single indicator 104 3 Condition large amount of information; double in- dicator 106

4Scoring 107

10.5.3Results 107

10.5.4Discussion 108

10.6Generalization of knowledge 109 10.6.1Interface technology generalisation: button train

ticket vending machine 109 10.6.2Domain generalisation: the Windows/ Office

terminology 114

10.7Conclusion 115

11. Cognitive structure 117 11.1What is cognitive structure? 117 11.2Structure in other function fields 119 11.3Why cognitive structure? 122 11.3.1Structure and literature 122 11.3.2 Structure and design 123 11.4Which cognitive structures? 127 11.5Experiment 1: observation of knowledge of the

structure 130

11.5.1Introduction 130

11.5.2 Method 131

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Why designers can’t understand their users 4

11.5.3 Results 133

11.5.4 Discussion 134

11.6Experiment 2: comparison of structures 135

11.6.1 Introduction 135

11.6.2 Method 141

11.6.3 Results 142

11.6.4 Discussion 144

11.7Generalisation of knowledge 146 11.7.1 Interface technology generalisation 1: train

indicator 147 11.7.2 Interface technology generalisation 2: timetable

books 148 11.7.3 Domain generalisation: computer program menus

150

11.8Conclusion 152

Part IV Testing the Solution:

is the Solution really better?

12. Testing the Solution, using literature 156

12.1Shneiderman 156

12.1.1 Testing the human component 156 12.1.2 Testing the system component 157 12.2A web-based usability handbook 157 12.3A foundation of knowledge 159

12.4Conclusion 159

13. Testing the Solution, using the Solution 161 13.1Is the human component nominal? 162 13.2Is the human component ordinal? 163 13.3Is the system component nominal? 163 13.4Is the system component ordinal? 165 13.5The structure of the system components 165

13.6Conclusion 167

14. Epilogue 168 14.1Conservative domain 170 14.2Why bother, use new technology 171 14.3The results and conclusions are obvious and not

new 172

14.4The truth 173

14.4.1 Finding the truth with fora 173 14.4.2 Finding the truth with experiments 174 14.4.3Finding the truth with history 174

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Contents 5 14.4.4The truth found? 175

Annexes 177

Annex 1: Design indicator experiments 178

1.1 Subjects 178

1.2 Materials 179

1.3 Procedure 180

1.4 Search time 180

1.5 Errors 180

1.6 Delay 180

1.7 Passenger evaluation 181 Annex 2: Random list with destinations 182 Annex 3: Table of contents: Software psychology 184 Annex 4: Table of contents: Designing the user interface

190 Annex 5: Structure of: A web-based handbook 194 Annex 6: Table of contents: Encyclopaedia of Ergonomics

and Human Factors 195 References 197 Summary 215

Samenvatting 221

Curriculum Vitae 227

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Why designers can’t understand their users 6

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