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Human-Computer Interaction and Presence in Virtual Reality

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Chapter 3<br />

object could be a text document <strong>and</strong> task behaviors could be typ<strong>in</strong>g, read<strong>in</strong>g documents,<br />

mov<strong>in</strong>g text etc.<br />

A task is a set of behaviors directed towards a task goal. A task goal can be either a work<br />

goal or an enabl<strong>in</strong>g goal. A work goal is related to a change <strong>in</strong> the work doma<strong>in</strong>, an enabl<strong>in</strong>g<br />

goal relates to a change <strong>in</strong> the structures designed to support the tasks, for <strong>in</strong>stance load<strong>in</strong>g<br />

the text-process<strong>in</strong>g software. A TM describes part of the TA doma<strong>in</strong>. Unfortunately, the<br />

different methods use different term<strong>in</strong>ology, mak<strong>in</strong>g comparison complicated.<br />

Usually a TM will conta<strong>in</strong> a description of the task behaviors. Methods such as Hierarchical<br />

Task Analysis (HTA) (Annet & Duncan, 1967; Shepher, 1998), Groupware Task Analysis<br />

(GTA) (van der Veer & van Welie, 1999), Méthode Analytique de Description (MAD)<br />

Figure 3.3: Partial task decomposition us<strong>in</strong>g the GTA method. ‘And’ denotes<br />

the subtask can be performed <strong>in</strong> parallel, ‘seq’ <strong>in</strong>dicates the tasks must be<br />

performed <strong>in</strong> sequence.<br />

(Sebillotte, 1995), GOMS <strong>and</strong> User Interface Model<strong>in</strong>g (UIM) (Lif, 1999) uses a hierarchical<br />

decomposition of the tasks, where top-level tasks are divided <strong>in</strong>to subtasks. The lowest level<br />

tasks are often called “unit tasks” 4 . These tasks can be further divided <strong>in</strong>to actions. These<br />

differ from tasks <strong>in</strong> that actions derive their mean<strong>in</strong>g from the task they are a part of; they<br />

have no mean<strong>in</strong>g on their own. Users are seldom aware of the actions that are part of a<br />

specific task. The hierarchy usually also <strong>in</strong>cludes <strong>in</strong>formation on the sequence <strong>in</strong> which the<br />

tasks are executed, see for <strong>in</strong>stance figure 3.3. Other methods, such as Contextual Design<br />

(Beyer & Holtzblatt, 1998) do not use an explicit decomposition but focus more on<br />

sequence, us<strong>in</strong>g an explicit sequence model.<br />

In the previous description the term “task” was used, even though some of the methods<br />

mentioned use the concept “goal”. This is no big difference, s<strong>in</strong>ce tasks <strong>and</strong> goals <strong>in</strong> most<br />

frameworks have a one-on-one relationship (van der Veer & van Welie, 1999).<br />

Several methods, such as Contextual Design, GTA <strong>and</strong> UIM also <strong>in</strong>clude a description of the<br />

objects of the work doma<strong>in</strong>. Task can then be related to these objects. Furthermore, the three<br />

methods mentioned here also allow tasks to be related to roles 5 that can be performed by<br />

4 GTA dist<strong>in</strong>guishes between "unit task", which is the lowest task level that people want to<br />

consider <strong>in</strong> referr<strong>in</strong>g to their work, <strong>and</strong> "basic task", which is the unit level of task<br />

delegation, is def<strong>in</strong>ed by the tool that is used <strong>in</strong> perform<strong>in</strong>g the work, like a s<strong>in</strong>gle comm<strong>and</strong><br />

<strong>in</strong> a comm<strong>and</strong> driven application.<br />

5 GTA <strong>and</strong> Contextual Design refer to sets of tasks that can be assigned to an actor as 'roles'.<br />

UIM uses the term 'work situation' for a very similar concept.<br />

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