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Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

 
 

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Michael J. Kahn

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Publications by Michael J. Kahn (bibliography)

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1993
 
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Prail, Amanda and Kahn, Michael J. (1993): Usability Inspections -- Their Potential Contribution. In: Proceedings of the Human Factors and Ergonomics Society 37th Annual Meeting 1993. pp. 304-308.

A Usability Inspection is a specific formal design review methodology to identify and prioritize potential usability defects in a given design. More formal than heuristic evaluations (Nielsen&Molich, 1990), less complex than cognitive walkthroughs (Poison et al., 1992), the methodology is a task-oriented review process that started as an adaptation of the Kepner-Tregoe Potential Problem Analysis and further evolved to heavily leverage a formal generic inspections methodology in use at Hewlett-Packard. This evolution by adaptation of standard generic methods already understood by engineers in Hewlett-Packard has been a conscious design strategy in the hope that this would ease the adoption process. The key question for a practitioner in the field is -- does the method provide sufficient return on investment to be worth including in a product development process. There is some evidence that design review methods carried out by non-Human Factors engineers do successfully find defects (Nielsen&Molich, 1990, Lewis et al., 1990, Jeffries et al., 1991). Bailey (1992) raised the question as to whether heuristic evaluations may be counterproductive in that they actually may create work rather than save it. To date, the research has largely focussed on the contribution a method may provide to a specific product or interface. This paper argues the case for a wider definition and understanding of potential utility or contribution from a Human Factors method and further claims that usability inspections not only provide a sufficient payback to warrant their inclusion in a product development lifecycle but also provide the seeds of organization change that are needed to make usability engineering a reality.

© All rights reserved Prail and Kahn and/or Human Factors Society

1990
 
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Kahn, Michael J., Tan, Kay C. and Beaton, Robert J. (1990): Reduction of Cognitive Workload through Information Chunking. In: D., Woods, and E., Roth, (eds.) Proceedings of the Human Factors Society 34th Annual Meeting 1990, Santa Monica, USA. pp. 1509-1513.

Two experiments were conducted to determine whether grouping of icons on complex graphic displays reduces information processing loads, as measured by the Subjective Workload Assessment Technique and error rates. In Experiment 1, between 2 and 25 symbols were presented on a computer display. Participants were asked to chunk symbols under class labels and store these labels in short-term memory. Two different display formatting variables were tested: spatial proximity grouping of icons was manipulated across three levels, while temporal grouping was manipulated across two levels. Results suggest that display grouping helps operators organize, encode, and store information into task relevant chunks and, in turn, reduces subjective workload and error rates. Experiment 2 was similar to Experiment 1, except that participants were required to remember individual icon names (i.e., participants were asked to remember as many as 25 item names). Results suggest that for chunk formation, storage, and parsing tasks, display grouping may reduce subjective workload, but not error rates.

© All rights reserved Kahn et al. and/or Human Factors Society

 
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Changes to this page (author)

26 Jun 2007: Modified
26 Jun 2007: Added

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Jun 18

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!