Artifact as theory-nexus: Hermeneutics meets theory-based design
John M. Carroll, Wendy A. Kellogg
CHI 1989
A scenario machine limits the user to a single action path through system functions and procedures. Four scenario machines were designed to embody different approaches to prompting, feedback, and automatic error correction for a “learning-by-doing” training simulator for a commercial, menu-based word processor. Compared with users trained directly on the commercial system, scenario machine users demonstrated an overall advantage in the “getting started” stage of learning. Initial training on a “prompting + automatic correction” system was particularly efficient, encouraging a DWIM (or “do what I mean”) approach to training system design. Curiously, training on a “prompting + feedback” system led to relatively impaired performance on a set of transfer of learning tasks. It was suggested that too much training information support may obscure the task coherence of the action scenario itself relative to a design that provides less explicit direction. © 1988, Academic Press Limited. All rights reserved.
John M. Carroll, Wendy A. Kellogg
CHI 1989
John M. Carroll, Penny L. Smith-Kerker, et al.
Human—Computer Interaction
John M. Carroll, Robert L. Mack
International Journal of Man-Machine Studies
John M. Carroll
CHI 1990