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Human Performance at the Computer – Part 1: Introduction
By Gerd Waloszek, SAP User Experience,
SAP AG – November 13, 2008 • original
article (design tidbit)
In introductory articles, I have discussed human
performance at the computer and distinguished between three aspects of performance:
system performance, system responsiveness, and human performance (see, for
example, The
Three Pillars of Human Performance at the Computer – Which One Fits Best?).
I pointed out that in order to improve the overall performance of the human-computer
system, all three aspects need to be optimized. In this series
of four articles I want to pick up the topic of human performance at the computer,
include new insights, and discuss performance-related issues that can
be approached by UI designers. I will also devote an article to the concept
of perceived performance.
Overview of the Aspects of Human Performance at the Computer
In figure 1 below, I provide a schematic overview of the three above-mentioned
performance aspects, the primary questions that are involved, and how these
aspects are related to technology and UI design:
The Aspects and the Related Questions
- System performance relates to the question: "How fast is the computer?"
Optimizing
system performance includes all involved technical components,
such as the processing, the network, and the visual rendering. Speed
is the motto, here, and we are in a purely technical domain. Increasing speed
reduces waiting times, and it is hoped that with sufficient speed these can
be reduced to practically zero.
- Human performance relates to the question: "How can we improve human
performance through UI design?"
It points to the fact that user interface
design plays a critical role for the performance of human users and
attempts to design software applications in ways that the users' performance
is optimized. Here,
we are primarily in the UI design domain, including interaction, information,
and visual design, although technical considerations also have to be considered.
- System responsiveness relates to the question: "How long
do users have to wait at the computer?"
When attempting to improve the system's responsiveness, developers
and UI designers strive to reduce the users' waiting times in spite of
the fact that some system processes – for
example, the ones that the users just had started – have not finished
yet. That sounds like a paradox and you can imagine that some creativity
is needed to come up with good solutions here. The question above sounds
as if we were in a purely technical domain, but this is not the case, as
waiting times have an impact on users. Therefore, this aspect
requires close cooperation between technology and UI design, and thus figure
1 puts it in both fields.
- Finally, there is the term perceived performance,
which relates to the question: "How do users
perceive the system's and their performance?"
It indicates that
there is often a difference between objective performance and the subjective
impression that it makes on the users. It is not included in figure 1.

Figure 1: Overview of system performance, system responsiveness,
and human performance and the related questions
For a more detailed discussion of the differences between the three above-mentioned
aspects, see also my article The
Three Pillars of Human Performance at the Computer – Which One Fits Best?
A General Strategy for Improving the Performance of the Human-Computer System
Having put together the different aspects of human performance at the computer
and the questions that arise in this context, we can define a simple
overall strategy for improving the performance of the human-computer system.
Figure 2 presents the strategy as a diagram:

Figure 2: Overview of a general strategy to improve the performance
of the man-computer system
In figure 2, I integrated performance aspects and related questions into
a strategy that focuses on four aspects, only three of which are within
the scope of UI designers:
- First of all, the system performance aspect needs to be attacked, because
a satisfying system performance is the prerequisite for all other work.
While this is an important step, it typically meets technical limits because
not all waiting times can be reduced to practically zero. Despite
all technical progress – note that computers have become more than
a thousand times faster in the last 25 years – users still have to
wait at the computer and often even more and longer than they did ten or
twenty years ago.
- Secondly, system responsiveness needs to be attacked if the system's
performance cannot be improved sufficiently. I noted already that
waiting times have a psychological aspect. Viewing waiting times from
a user's perspective helps UI designers guide development and give advice
on which aspects need further improvement and which are already good enough
that it would be a waste of resources to continue work there.
- Improving
perceived performance is closely related to improving responsiveness,
particularly to the question of what can be done if waiting
times cannot be further reduced. It has been shown that different forms
of feedback increase the users' tolerance for waiting times.
- Last but not least, improving the users' efficiency is one more
area, where the performance of the human-computer system can be optimized.
It turns out that times can be much larger in this area than in the technical
ones. I indicated already that this aspect is connected to various
aspects of user interface design: interaction design, information design,
and visual design.
Outlook: Possible Directions and How this Article Series Continues...
Finally, I would like to extend figure 1 to indicate the directions
in which the strategy described above might proceed:

Figure 3: Extension of figure 1 to indicate the directions
in which the strategy might proceed
In the responsiveness area, we see that UI designers can come up with evaluations
of waiting times that are based on the users' perception and reactions. Based
on knowledge about users they can also give recommendations to the development
and technical teams. The aspect of human performance is approached
through the various facets of UI design and bears the danger of becoming
huge and encompassing the whole UI design field.
Performance-oriented guidelines can be a way to avoid this trap and to stay
focused on performance-related UI design aspects.
To discuss some of the directions indicated in figure 3, this introductory
article is accompanied by three further articles, which cover
the following aspects:
We shall see that responsiveness and perceived performance methods are often
closely related and difficult to keep apart. Nevertheless, these aspects are
discussed in separate articles. Improving system performance, on the other
hand, is beyond the scope of user interface designers and will therefore not
be further discussed in this article series. Also note that the aspect of feedback
in the event of delays (item 3 in the strategy) is covered in a separate series
of articles (Waiting
at the Computer: Busy Indicators and System Feedback).
References
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