Title
The Role of Excursions in Interactive Systems
Abstract
It is recommended that man—machine dialogue systems be designed so as to make them more self-explanatory, and hence more user-friendly, by the inclusion of a dialogue form called an excursion tour. This is defined as an information-gathering sequence of operations that enables the user to learn the commands which change his data sets, and which are called direct way commands. The distinction between the excursion and the direct way forms of dialogue is justified in terms of cognitive psychological theory, and corresponds to the distinction made there between planning and performance, or between knowing and doing. The operation of the two dialogue forms and their interaction is represented by an extension of the TOTE model of human task performance. The term interactive deadlock, or unsolvable incongruence, is introduced to denote the situation in which either no command exists that will further an essential subgoal, or if it does exist the user has no way of discovering it within the system. In terms of the TOTE model, it is shown how such deadlocks or incongruences that are unsolvable on one level may be overcome by extending the user's knowledge with the help of excursions.
Year
DOI
Venue
1983
10.1016/S0020-7373(83)80024-8
International Journal of Man-Machine Studies
Field
DocType
Volume
Computer science,Deadlock,Human–computer interaction,Artificial intelligence,Excursion,Cognition,Psychological Theory
Journal
18
Issue
ISSN
Citations 
2
0020-7373
10
PageRank 
References 
Authors
2.84
3
3
Name
Order
Citations
PageRank
Jared L. Darlington11913.94
Wolfgang Dzida23910.28
Siegfried Herda33921.66