Article Summary, NIEL90a, 5604n, Group 5 Shirley Carr Mike Joyce Bushra Khan Zakia Khan Vas Madhava Article Summary: (NIEL90A) ART OF NAVIGATING HYPERTEXT As hypertext becomes more popular, especially in dealing with large amounts of loosely structured information (such as on-line documentation) a major problem is user-disorientation. Studies have shown that 56% of users were confused on "where they were." The basis of this article was to investigate the various user interface options. The hypertext report was done on a Mac and based on a report of events that occurred in a workshop. With usability testing, the goal was to try out as many hypertext options as possible. Thus "discount usability engineering" was used. With this method, fast feedback is gotten from the users and the system is modified very quickly. This way many iterations of the system can be tested. The negative aspect of this approach is that statistical tests on the different interface designs can't be done. A hypertext system has two levels of navigation: linear and hypertext. The former lets one go back and forth as with normal text pages while the latter lets you jump between various elements of the document. One of the problems with a hypertext system is the homogeneity problem. On-line text always looks the same and this makes it difficult for users to recognize information and get a sense of location. This was overcome in this system by using various fonts and screen layouts. Some people argue for homogeneity. They say that electronic text should be consistent with printed text. But the authors rebut by stating that people read text on paper and the screen differently. They do agree, however, that the interfaces need to be consistent. Overview diagrams were used as navigational aids. Here they used two levels, although a particular application might need more or less. The top level diagram should not have all the sub links because it would make it too busy. Ideally, the diagrams should be generated using the users relevance judgements. One way to do this would be to keep histories of how people have traversed the system and use this information to generate the overview diagram automatically. Backtracking was found to be one of the most important features of the system. Many people also used the "landmark" feature to go to the home screen. The history feature listed all the nodes which a person has visited. Structure-oriented backtracking, in which a person moved back a certain number of levels, was removed because it was too fancy and people rarely used it. The interaction history was maintained in two ways: All movements between screens were timestamped. Also, the amount of time spent at each location was recorded. Footprints were used by placing checkmarks at all the places a user has visited. But the problem with this is that eventually all the locations will have checkmarks. To overcome this, the checkmarks could be made to "decay" over time. Another issue related to this is whether to use two different types of checkmarks, one for the sites a person has activated and one for sites a person has seen but not activated. This system used one checkmark for both. Another issue is context-in-the-large versus context-in-the-small. The former refers to a user's context within the entire structure while the latter refers to the context within a small area of it. The former can be addressed by navigational aids. The latter occurs when there is not enough screen space to give the user a full overview of the text and therefore the text needs to be broken up. How this text needs to be broken up becomes problematic. A good system needs to address both issues. The system the authors used was developed on Hypercard using HyperTalk, an object oriented language. They had many problems with it and had to resort to dirty tricks to get it to work right. The amount to time needed to develop the various versions of the system was rather small. But this was probably because the author was an experienced HyperTalk programmer. The authors conclude by stating that although hypertext systems are great for certain applications they do have serious usability problems that need to be addressed. ================================================================ HT Article Summaries by Group I: Fitzgerald, Kalafut, Klein, and Muhlenburg. "Through Hypertext" by Jakob Nielsen Hypertext is non-sequential writing with direct-link-connected nodes each containing a smaller part called an anchor. When a user activates an anchor, they navigate to its destination node. More prominent anchors are called landmarks. Hypertext is often used for on-line presentations or general reading. Usability, especially user disorientation, is the main concern of hypertext systems. This article presents a prototype hypertext system while discussing usability issues. Like the article itself, hypertext has no strict sequential order. An author can only suggest a path for novice users while allowing experts to navigate freely. The prototype hypertext system was developed using "discount usability engineering" for rapid feedback to fix usability problems. Navigation facilities are either linear, like going forward and backward in page numbers in a book, or non- linear, like zooming in and out of hypertext nodes. There are several usability issues with hypertext systems. The homogeneity problem of all information looking the same can be facilitated with different graphical designs for different types of information. The navigational aids of both coarse and fine overview diagrams are important to large hypertext systems to try to help steer the user toward their interests using similarities between links and multiple user histories. Though some alternative backtracking methods, like structured backtracking, have proved useful for experts, the simple and consistent method of reverse path-following, implemented with a stack, is the overall best solution especially for novice users. Interaction history; including time stamps, time accumulations, footprints with check marks, and the fading of those check marks over time, also help the user to navigate through a hypertext. Context-in- the-large is usually doable, while the context-in-the-small problem, like explanatory text being too large to accompany a figure on the same screen, remains a difficult hypertext issue. The prototype was developed with HyperCard using Hypertalk with the main purpose of understanding user interface issues of hypertext. To repeat, the article itself was organized like hypertext with non-sequential but still significant additions and interjections. Perhaps the author's aim was to give the reader the feeling that they had been reading hypertext. To conclude, hypertext still has several usability problems, the most difficult being context-in-the-small.