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Task-oriented Guidelines
1. *** Guideline: For each task, use the easiest mode available on the device.
Physical Guidelines
2. **** Guideline: If the user’s hands are busy, then use speech.
3. **** Guideline: If the user’s eyes are busy, then use speech.
4. **** Guideline: If the user may be walking, use speech for input.
Environmental Guidelines
5. **** Guideline: If the user may be in a noisy environment, then use a pen or keys.
2. Communicate Clearly, Concisely, and Consistently with Users6. **** Guideline: If the user’s manual dexterity may be impaired, then use speech.
Consistency Guidelines
7. *** Guideline: Phrase all prompts consistently.
8. *** Guideline: Switch presentation modes only when the information is not easily presented in the current mode.
Organizational Guidelines
9. * Guideline: Use audio to indicate the verbal structure.
10. * Guideline: Use visual clues to indicate the visual structure.
11. ** Guideline: Use pauses to divide information into natural “chunks.”
3. Help Users Recover Quickly and Efficiently from Errors12. * Guideline: Use animation and sound to show transitions.
Conversational Guidelines
13. * Guideline: Users tend to use the same mode that was used to prompt them.
14. *** Guideline: If privacy is not a concern, use speech as output to provide commentary or help.
Reliability Guidelines
15. **** Guideline: The user always should be able to easily determine how much longer the device will be operational.
4. Make Users Comfortable16. **** Guideline: Support at least two input modes so one input mode can be used when the other cannot.
System Status
17. **** Guideline: Always present the current system status to the user.
Human-memory Constraints
18. *** Guideline: Use the screen to ease stress on the user’s short-term memory.
Social Guidelines19. **** Guideline: If the user may desire privacy, use a pen or keys.
20. **** Guideline: If the device may be used during a business meeting, then use a pen or keys (with the keyboard sounds turned off).Advertising Guidelines
21. * Guideline: Use animation and sound to attract the user’s attention.
22. * Guideline: Use graphics and/or audio to create an awareness of company brands and logos.Ambience Guideline
23. ** Guideline: Use audio and graphics design to set the mood and convey emotion in games and entertainment applications.Summary
| Content Manipulation Task |
Voice Mode |
Pen Mode |
Keys Mode |
| Select objects |
(2) Speak the name of the object |
(1) Point to or circle the object |
(3) Press keys to position the cursor on the object
and press the select key |
| Enter text |
(2) Speak the words in the text |
(3) Write the text |
(1) Press keys to spell the words in the text |
| Enter symbols |
(3) Say the name of the symbol and where it should
be placed. |
(1) Draw the symbol where it should be placed |
(2) Select the symbol from a menu and indicate
where it should be placed |
| Enter sketches or illustrations |
(2) Verbally describe the sketch or illustration |
(1) Draw the sketch or illustration |
(3) Create the sketch by pressing keys to move
the cursor so it leaves a trail (similar to an Etch-a-Stetch™) |
1. *** Guideline: For each task, use the easiest mode available on the device.Guideline examples include:
| Device Usability Issues |
Voice Mode |
Pen Mode |
Keys Mode |
| Required number of user hands |
None (plus possibly one to hold the device) |
One (plus possibly one to hold the device) |
One or two |
| Required use of eyes |
No |
Yes |
Yes |
| Portable |
Yes, especially when walking |
Yes, but difficult while walking |
Yes, but difficult while walking |
2. **** Guideline: If the user’s hands are busy, then use speech.Guideline examples include:
3. **** Guideline: If the user’s eyes are busy, then use speech.Guideline examples include:
4. **** Guideline: If the user may be walking, use speech for input.Guideline examples include:
| Device Usability Issues |
Voice Mode |
Pen Mode |
Keys Mode |
| Noisy environment |
Works poorly in a noisy environment |
Works well in a noisy environment |
Works well in a noisy environment |
| Other environmental concerns |
Works well independently of gloves |
Does not work well when users
must wear thick gloves |
Does not work well when users
must wear thick gloves |
5. **** Guideline: If the user may be in a noisy environment, then use a pen or keys.Guideline examples include:
6. **** Guideline: If the user’s manual dexterity may be impaired, then use speech.A guideline example is:
7. *** Guideline: Phrase all prompts consistently.Guidelines examples include:
- Speak the name of the menu or form item. The menu name serves as a landmark. A landmark is a speech or non-speech cue that marks a specific location within the dialog structure. By providing a name, such as “main menu” or “thermostat,” callers can jump to this menu by speaking the menu name or return to the menu when they get confused or lost. Also, repeating the menu name to the caller confirms that the caller has reached the correct menu. However, if the name is contained within the question and is not needed as a landmark, then skip speaking the name.
- Ask a question. Often, this can be achieved with two or three words. This should be enough to remind experienced callers to respond without listening to the enumerated options. Novice callers will listen to the enumerated options before speaking their selection.
- Enumerate options. If there are a small number of valid responses, then list the options so novice callers can hear and select their desired option. However, if the user is likely to know the set of valid responses, then skip this operation.
Experienced callers can barge-in after they hear the question, while novice callers will respond after they hear the entire menu option list.
8. *** Guideline: Switch presentation modes only when the information is not easily presented in the current mode.Guideline examples include:
9. * Guideline: Use audio to indicate the verbal structure.Because there are no standard assignments of meanings for sounds, commonsense and user testing should guide the dialog designer. Here are suggestions for items that lend themselves to non-speech sounds:
10. * Guideline: Use visual clues to indicate the visual structure.Guideline examples include:
11. ** Guideline: Use pauses to divide information into natural “chunks.”Guideline examples include:
12. * Guideline: Use animation and sound to show transitions.A guideline example is:
13. * Guideline: Users tend to use the same mode that was used to prompt them.Guideline examples include:
14. *** Guideline: If privacy is not a concern, use speech as output to provide commentary or help.Guideline examples include:
15. **** Guideline: The user always should be able to easily determine how much longer the device will be operational.A guideline example is:
16. **** Guideline: Support at least two input modes so one input mode can be used when the other cannot.Guideline examples include:
17. **** Guideline: Always present the current system status to the user.Some suggestions for indicating if the computer is idle or busy are shown in Table 4. ”
| Mode |
Idle |
Busy |
Error |
| Text |
“Ready for next input” |
“Processing, please wait” |
Explanation for the cause of the error and how to
fix it |
| Icons |
Green |
Red |
Blinking “danger” icon |
| Audio |
Silence |
Sounds of a clicking clock or a percolationg coffee
pot |
Emergency vehicle siren |
18. *** Guideline: Use the screen to ease stress on the user’s short-term memory.Guideline examples include:
19. **** Guideline: If the user may need privacy, use a pen or keys.Guideline examples include:
20. **** Guideline: If the device may be used during a business meeting, then use a pen or keys (with the keyboard sounds turned off).
21. * Guideline: Use animation and sound to attract the user’s attention.A guideline example is:
22. * Guideline: Use graphs and/or audio to create an awareness of company brands and logos.Example Guidelines include:
23. ** Guideline: Use audio and graphics design to set the mood and convey emotion in games and entertainment applications.Guideline examples include: