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90  Chapter 3  Understanding users

           3.3  Applying knowledge from the physical world
                 to the digital world

                          As well as understanding the various cognitive processes that users engage in when
                          interacting with systems, it is also useful to understand the way people cope with
                          the  demands of  everyday  life. A  well  known  approach  to  applying knowledge
                          about everyday psychology to interaction design is to emulate, in the digital world,
                          the strategies and  methods people commonly use in  the  physical world.  An as-
                          sumption is that if  these work well in the physical world, why shouldn't they also
                          work  well  in  the digital world? In certain situations, this approach seems like a
                          good idea. Examples of applications that have been built following this approach
                          include electronic post-it notes in the form of  "stickies," electronic "to-do" lists,
                          and email reminders of meetings and other events about to take place. The stickies
                          application displays different colored notes on the desktop in which text can be in-
                          serted, deleted, annotated, and shufffed around, enabling people to use them to re-
                          mind themselves of  what they need to do-analogous to the kinds of  externalizing
                          they do when using paper stickies. Moreover, a benefit is that electronic stickies are
                          more durable than paper ones-they don't  get lost or fall off  the objects they are
                          stuck to, but stay on the desktop until explicitly deleted.
                             In other situations, however, the simple emulation approach can turn out to be
                          counter-productive, forcing users to do things in bizarre, inefficient, or inappropri-
                          ate ways. This can happen when the activity being emulated is more complex than
                          is assumed, resulting in much of  it being oversimplified and not supported effec-
                          tively. Designers may notice something salient that people do in the physical world
                          and then fall into the trap of trying to copy it in the electronic world without think-
                          ing through how and whether it will work in the new context (remember the poor
                          design of  the virtual calculator based on the physical calculator described in  the
                          previous chapter).
                             Consider the following classic study of  real-world behavior. Ask yourself, first,
                          whether it is  useful to emulate at the interface, and second, how it could be ex-
                          tended as an interactive application.
                             Tom Malone (1983) carried out a study of  the "natural history" of  physical of-
                          fices. He interviewed people and studied their offices, paying particular attention to
                          their filing methods and how they organized their papers. One of  his findings was
                          that whether people have messy offices or tidy offices may be more significant than
                          people realize. Messy offices were seen as being chaotic with piles of  papers every-
                          where and little organization. Tidy offices, on the other hand, were seen as being
                          well organized with good use of  a filing system. In analyzing these two types of  of-
                          fices, Malone suggested what they reveal in terms of  the underlying cognitive be-
                          haviors  of  the  occupants.  One  of  his  observations was  that  messy  offices  may
                          appear chaotic but in reality often reflect a coping strategy by  the person: docu-
                          ments are left lying around in obvious places to act as reminders that something has
                          to be done with them. This observation suggests that using piles is a fundamental
                          strategy, regardless of whether you are a chaotic or orderly person.
                             Such observations about people's coping strategies in the physical world bring
                          to mind  an  immediate design implication about  how  to support electronic file
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