Firm foundation in the main hci principles, the book provides a working


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Human Computer Interaction Fundamentals

Figure 3.2 An example of a hierarchical task model of changing a font for a short text. Note that 
a specific interface may be chosen to accomplish the subtasks in the bottom.


3 3
H U M A N FA C T O R S A S H C I T H E O R I E S
consider two aspects of human performance: one that is cognitive and 
the other ergonomic. In the remainder of this section and in Section 
3.2, we focus on the cognitive aspects. Ergonomic aspects are dis-
cussed in Section 3.3.
Norman and Draper [1] spoke of the “gulf of execution/evaluation,” 
which explains how users can be left bewildered (and not perform 
very well) when an interactive system does not offer certain actions or 
does not result in a state as expected by the user (Figure 3.3). Such a 
phenomenon would be a result of an interface based on an ill-modeled 
interaction. A user, when solving a problem or using an interactive 
system to do so, will first form a mental model that is mostly equiva-
lent to the hierarchical “action” plan for the task (see Section 3.1.1). 
The mismatch between the user’s mental model and the task model 
employed by the interactive system creates the “gulf.” On the other 
hand, when the task model and interface structure of the interactive 
system maps well to the expected mental model of the user, the task 
performance will be very fluid.
Memory capacity also influences the interactive performance 
greatly. As shown in Figure 3.1, there are largely two types of memory 
in the human cognitive system: the short term and the long term. The 
short-term memory is also sometimes known as the working memory, 
in the sense that it contains (changing) memory elements meaning-
ful for the task at hand (or chunks). Humans are known to remember 
about eight chunks of memory lasting only a very short amount of 
time [2]. This means that an interface cannot rely on the human’s 

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