Training Tool for the User Action Framework Explorer
Module 1: Introduction to the UAF
What is the UAF?
The User Action Framework(UAF) is a conceptual framework of usability concepts and issues formed by combining a model of the user interaction cycle with a knowledge base of usability concepts and issues. The UAF provides a unifying structure and basis for : Organizing, discussing, classifying and reporting usability problems and is the basis for a set of usability support methods and tools. These tools are listed below:
Critical to the use of the UAF toolkit
is the understanding of the structure and content of the UAF through the UAF
Explorer tool.With the UAF and its toolkit, practioners and developers will
be able to identify the root cause of a problem in the user-system interaction
cycle and act to improve usability by fixing the problems in the design.
Basis of the UAF : The User Interaction Cycle
The User interaction Cycle is a picture of what users do and see as they interact with machines(especially computers) and consists of four main kinds of user actions and one system action as illustrated below. These include: Planning, Translation, Physical Actions, Outcome and Assessment.
The basis of the UAF lies in how it helps the usability practioner and designer organize questions about how an interaction design supports(or doesn't) the user in these actions. These interaction activities cover all aspects of user interaction with the system.

The User Interaction Cycle. Note that Outcome is shown as being disjoint from the interaction cycle because it represents a system action.
The five major top level categories (interaction activities) of the UAF along with a brief description are as follows:
Planning is concerned with the user's ability to understand the overall computer application in the perspective of work context, problem domain, environmental requirements and constraints. The primary focus is on the system model and metaphors, and the user's knowledge of system state and modalities.
Translation is largely about cognitive affordances to support the users' ability to plan physical actions. The user translates intentions into plans for physical action(s).
- User's ability to determine (know or not know) how to do a task step in terms of what physical actions to make on which objects.
- Knowing what object to manipulate and how to manipulate it to accomplish an intention for a task.
Example: A way to do intention ,making the way obvious,making the cues meaningful and effective.
Physical action is about doing an action once it is known how to do. Executing the planned actions is the focus of the Physical Action part of the Interaction Cycle.
Outcome is internal to the system. As a result of the user's physical actions the system changes state internally (Eg: performs a computation or retrieves information). The outcome within the system is not directly visible to the user, but must be deduced from the system feedback to the user. The outcome category is mainly about software bugs and other software issues but can have usability issues.
Assessment is about the user knowing whether he/she did the right thing. It's about the design of feedback and display of results helping user know if actions worked. While outcome happens inside the system assessment is about how outcome is rrepresented to the user by the interaction design.
Independent addresses issues not shown in the interaction cycle. These are overall issues relating to the whole interface, are very general and not dependent on a particular kind of user action. These might belong to more than one interaction activity in the design space or to none at all and are generally characterized by their global nature. For example, overall look and feel, overall consistency and style.
Each of the above interaction activites subcategories under them, that will be discussed in subsequent modules.
Touring the Interaction Cycle
To introduce the User Action Framework :
Consider a user working on the goal of printing a business letter.
In this example of Human-Computer interaction, the user executes a series of actions, each of which should fall under a category in the user action framework. Classifying the steps the user executes under the interaction activities in the UAF would result in:
Step 1: A new task, to print the document, arises in the planning part of the interaction cycle, expanding the work goal into a computer domain task. The first intention for this task is the "getting started intention"; the user intends to invoke the print function. This user does not do further planning at this point, expecting the feedback from acting on this intention to lead to the next natural intention.
Step 2:The user translates this first intention into an action specification in the language of the actions and objects within the computer interface. The user draws on experiential knowledge and/or the cues provided by display of the Printer icon in the toolbar create the action specification to select this icon.
Step 3:The user then carries out this action specification by doing the corresponding physical action, clicking on the Printer icon . The system accepts the choice, changes state internally (the outcome of the action), and displays the Print dialogue box as feedback.
Step 4: The user sees the feedback and uses it for assessment of the outcome so far. The dialogue box makes sense to the user at this point in the interaction; so the outcome is considered to be favorable (i.e., leading to accomplishment of the user's intention and indicating successful planning and action so far).
The user cycles back to planning to decide what to do within the dialogue box, beginning another turn through the cycle
Let us look at the case where the user faces a problem in a scenario:
Consider a user working on the goal of printing a businees letter. He searches for a visual cue to let him know how to print but there is no such visual cue.
Here the user executes step 1 as shown above but cannot complete step 2 as there is no visual cue to let him know how to print.Therefore he gets stuck in the Translation part of the interaction cycle and this is classified as a translation problem in the UAF.
Cognitive actions vs Physical actions
User actions in the interaction cycle are normally of two kinds : Cognitive and physical. Cognitive actions are all about knowing and thinking, not doing. In physical action it is about what the user 'does' after thinking. It pertains to the actual physical activities of the user with the interface. The translation activity covers the users cognitive actions while the physical actions category pertains to users physical actions when interacting with the system. This brings us to the concept of affordances.
Affordances are features that help the user do something and are of two kinds: Cognitive and Physical.
The UAF Explorer
Now that the user interaction cycle
has been explained , let us see the actual UAF Explorer which implements the
interaction cycle and navigation features on a web based tool to classify usability
problems.
Click
here to see the actual UAF Explorer tool. Browse through
it to get a feel of the explorer. Keep this window open, you will continue to
use it through out the training modules.