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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Many Faces of Consistency in Cross-Platform Design: A Whitepaper</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Jeffrey Nichols, Carnegie Mellon University</institution>
          ,
          <addr-line>5000 Forbes Avenue, Pittsburgh, PA 15213-3891</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kai Richter, Computer Graphics Center (ZGDV)</institution>
          ,
          <addr-line>Fraunhoferstr. 5, 64283 Darmstadt</addr-line>
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Krzysztof Gajos, University of Washington, 370 Allen Center</institution>
          ,
          <addr-line>Seattle, WA 98195</addr-line>
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2006</year>
      </pub-date>
      <abstract>
        <p>This white paper summarizes the position papers and questionnaires filled out by the participants of “The Many Faces of Consistency in Cross-Platform Design” workshop, to be held at CHI'2006. The whitepaper will serve as additional background and hopefully lay the framework for our discussions in the workshop. The goal is to synthesize the opinions from the position papers and questionnaires to give us all a clear idea of where we are all in agreement, where we differ substantially, and to identify any areas of discussion in which participants have no interest.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>implicit consistency of user interface toolkits, style guides, or by virtue of designer’s expertise.
Tools to support consistent design for cross-device applications have to be able to capture such
aspects of consistency and to feed them back to the developer and designer. Methods to
measure consistency and support consistent development will be collected and discussed.</p>
      <p>Further directions might be discussed and summarized.</p>
      <p>Most of the position papers address questions 1-3, with a particular focus on question 2. Although
there were few papers that discussed evaluations of consistency, we also know from the
questionnaire that many participants are interested in discussing evaluation during the workshop.
Points from the position papers for each of the questions are discussed in separate sections below.
A large number of the position papers express an interest in applying the idea of cross-platform
consistency to some form of model-based design environment. The authors of these papers have
many exciting ideas for merging these two areas, and we have included an extra section in this white
paper to focus on this sub-topic.</p>
      <p>
        It may be instructive for the workshop to consider applications for which cross-platform consistency is
particularly important. The following applications were mentioned in the position papers:
• Multi-modality web applications, such as the shopping app in
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Wiecha, Akolkar et al. 2006)</xref>
        .
• Process Control, such as described on the third page of
        <xref ref-type="bibr" rid="ref6">(Hajdukiewicz 2006)</xref>
        • iTunes + iPod
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al. 2006)</xref>
        • Calendars
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al. 2006)</xref>
        • Home entertainment systems
        <xref ref-type="bibr" rid="ref11 ref13 ref16 ref2 ref24 ref25 ref26">(Nichols, Myers et al. 2006; Trapp and Schmettow 2006)</xref>
        • Others?
We may attempt to brainstorm a more complete list of applications during the workshop.
The next section of this paper discusses the definition of consistency based on previous research in
the field. Following that section is a summary of the cross-platform consistency definitions that
participants gave on our questionnaires. The next four sections summarize points from the position
papers related to the four motivating questions that we asked in our workshop proposal. The
following section discusses the relationship between model-based design and cross-platform
consistency, as many of the position papers that we received had motivations in model-based work.
We conclude with some generalizable principles gleaned from the position papers.
      </p>
    </sec>
    <sec id="sec-2">
      <title>DEFINITIONS OF CONSISTENCY</title>
      <p>
        To ground the discussion in some of the common references in the field of research on consistency
in human-computer interaction, the most salient definitions of consistency will be summarized here.
Nielsen, in the foreword to the “Coordinating User Interfaces for Consistency” book
        <xref ref-type="bibr" rid="ref14">(Nielsen 1989)</xref>
        stated, “[…] consistency in computer systems constitutes a promise to the user. And it is not polite to
break a promise.” What exactly makes this politeness to the user?
First of all, consistency “has no meaning on its own; it is inherently a relational concept.”
        <xref ref-type="bibr" rid="ref7">(Kellogg
1989)</xref>
        . Moreover, consistency can be considered as an agreement between two agents, e.g., the
designer and the user, on how to interpret the user interface with respect to the task at hand
        <xref ref-type="bibr" rid="ref20">(Reisner
1993)</xref>
        .
“Consistency is assumed to enhance the user’s possibility for transfer of skill from one system to
another. By doing so, consistency leads to ease of learning and ease of use.”
        <xref ref-type="bibr" rid="ref14">(Nielsen 1989)</xref>
        Rule
theoreticians like Anderson
        <xref ref-type="bibr" rid="ref22">(Singley and Anderson 1989)</xref>
        , and Kieras and Polson (Kieras and Polson
1985) explain this with the reuse of trained rules, saying that “Consistency facilitates positive transfer,
speeding training, and improving retention of operation procedures.”
        <xref ref-type="bibr" rid="ref18">(Polson, Muncher et al. 1986)</xref>
        .
As inherent part of the dialogue between designer an user, “Issues of consistency, both within and
across applications and system environments, are inescapable for designers and users: users
generalize, correctly or incorrectly, on the basis of their previous experience and what they know, and
applications and environments are consistent or inconsistent in a variety of ways that impact use”
        <xref ref-type="bibr" rid="ref7">(Kellogg 1989)</xref>
        .
      </p>
    </sec>
    <sec id="sec-3">
      <title>DEFINITIONS OF CROSS-PLATFORM CONSISTENCY</title>
      <p>The workshop questionnaire asked each participant to give a personal definition for cross-platform
consistency. These definitions can be broadly split into two categories: user-level and interface-level.
A typical user-level definition says that cross-platform consistency allows users to transfer knowledge
to some degree between interfaces on different platforms. Several definitions specifically mention
that the knowledge transfer should allow users to seamlessly change platforms while continuing to
perform the same task. One user-level definition says consistency is “cognitive compatibility,” or “the
degree to which different platforms meet basic demands of human information processing and also
the demands of highly trained user concepts.” Another user-level definition pushes the idea of
consistency to the emotional level, saying that “consistency provides the user with a feeling of being
at home.”
A typical interface-level definition says that consistent interfaces on different platforms will use the
same design choices for the same functions, such as ensuring that the same widget always performs
the same action. Various aspects of the interface are mentioned in these definitions, such as
metaphor, content, structure, navigation, layout, look and feel, and interaction techniques. Most
definitions mention only one or two aspects, although a few definitions explicitly prioritize several
aspects of the user interface, such as one which states content &gt; format/form &gt; interaction. It is
important to note that several definitions rate content as the most important aspect of the interface to
be kept consistent.</p>
      <p>All of the definitions can be read below in Appendix A.</p>
    </sec>
    <sec id="sec-4">
      <title>QUESTION #1: DIMENSIONS</title>
      <p>At least five different dimensions of cross-platform consistency are identified in the position papers:
task, context, navigation, layout, and platform. These dimensions are discussed in detail below.</p>
    </sec>
    <sec id="sec-5">
      <title>Task</title>
    </sec>
    <sec id="sec-6">
      <title>Context</title>
      <p>
        According to several papers, task is perhaps the most important dimension
        <xref ref-type="bibr" rid="ref11 ref16 ref16 ref19 ref2 ref2 ref24 ref24 ref25 ref26 ref6">(Ali 2006; Dittmar and
Forbrig 2006; Hajdukiewicz 2006; Paterno and Mori 2006; Pyla, Tungare et al. 2006)</xref>
        . Task is
identified as one of three dimensions in
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Trapp and Schmettow 2006)</xref>
        . Task models may be strongly
related to the navigation of a user interface, such as through the technique of attaching navigation
operators to the non-leaf nodes of a task model (Ali 2006).
      </p>
      <p>
        Task-action consistency
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Dittmar and Forbrig 2006)</xref>
        , which I believe is related to Norman’s Gulf of
Evaluation
        <xref ref-type="bibr" rid="ref15">(Norman 1988)</xref>
        , is noted as important aspect for multi-device systems. This is an
interesting use of the word “consistency,” because it implies a matching between the user’s internal
mental model and the interface rather than the normal notion of consistency being between two user
interfaces.
      </p>
      <p>
        Contexts are a different reference frame through which to view consistency. In some cases contexts
may be tasks, and there may be a complex stratification of contexts that are applicable to
consistency. Contexts are used as the terminology here because each element of the application
may belong to multiple contexts and those contexts may not be independent of each other. This
differs from terminology such as dimensions, which implies independence between each dimension
        <xref ref-type="bibr" rid="ref10">(Knapheide 2006)</xref>
        . This idea of context may be relevant to some newer theories of language, which
suggest that there are one or more reference systems with rigid rule sets. Breaking a rule allows for
more flexibility in an utterance, but increases the probability that the utterance will not be understood
by a second party. This seems to suggest an alternative goal, which would be for us to identify the
“rules” for the design of an interface, and determine for each its relative flexibility/rigidity.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Navigation</title>
      <p>
        Navigation is an important part of all user interfaces and it was referenced as a dimension of
consistency in several position papers. Navigation was considered from several different
perspectives. From a behavioral perspective, Ziefle et al. examined users’ mental models of
navigation and showed that moving from hierarchically structured interfaces to other kinds of
structures (particularly network structures) may prove to be particularly harmful to users
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Ziefle,
Arning et al. 2006)</xref>
        . From a design perspective, Ali noted that “depending on the desired target
platforms, different navigation styles might not just be desired – they might be a necessity” (Ali 2006).
Wiecha et al. also noted that navigational structure can be shared between speech and graphical
interfaces
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Wiecha, Akolkar et al. 2006)</xref>
        . Conveniently, the organization used in speech is often at the
same level of detail as that needed for mobile devices with small screens. “Spatial order of available
tasks” is listed a dimension by Trapp et al.
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Trapp and Schmettow 2006)</xref>
        , which is basically “the
navigation to and selection of a specific task.” In this paper however, spatiality is more in reference to
interaction within a physical space, rather than panels on a user interface.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Layout</title>
      <p>
        Luyten et al.
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Luyten, Vermeulen et al. 2006)</xref>
        define a constraint-based algorithm for creating relative
layouts where both the designer and the device can be taken into account during final layout. This
approach allows for some amount of consistency between layouts between different devices. Layout
has strong ties to navigation of course, but I felt that they differed enough to warrant the inclusion of
layout as a separate dimension.
      </p>
    </sec>
    <sec id="sec-9">
      <title>Platform (Look and Feel)</title>
      <p>
        Several papers mentioned look-and-feel as a dimension
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Alexander 2006; Trapp and Schmettow
2006)</xref>
        . A particular challenge within this dimension is managing the conflict between native
look-andfeel and cross-platform consistency. Alexander “believes the choice of where to follow native
lookand-feel vs. where to have a consistent experience across platforms that may also express the
corporate brand is a complex one which cannot be addressed with a simple overarching rule”
(Alexander 2006). Some elements must stay consistent with platform look-and-feel, such as the
positioning of OK and Cancel buttons, etc. Some elements can innovate in look but not feel, such as
scrollbars and checkboxes (though scrollbars are often done wrong, while checkboxes are usually
right). Collections of controls can often innovate on look-and-feel within platform, possible to be
consistent with a corporate brand or perhaps the user’s preference (Alexander 2006).
      </p>
    </sec>
    <sec id="sec-10">
      <title>Relations Between Dimensions</title>
      <p>Question #2 also identifies the relations between dimensions and their relative importance and an
important are for discussion. The five dimensions identified here seem heavily inter-related, though
there are some significant pairings that deserve extra discussion.</p>
      <p>Task and context are closely related, particularly because contexts may be tasks in some cases.
These two dimensions are also more abstract and do not focus on physical qualities of the interface
unlike each of the other dimensions. These dimensions, at least for “good” interface designs, should
also be the motivating factor behind most of the design decisions that lead to the physical design.
Navigation and layout are properties of the physical interface. Some people may consider these
terms to be synonyms, but here they represent different aspects of the interface. Navigation is the
process of finding a function, which may traverse multiple overlapping panels of a user interface.
Layout refers to the placement of controls on a particular placement, which also greatly affects visual
appearance. Navigation and layout are closely linked however, as interfaces with small screens may
separate functions on to more overlapping panels and require more navigation. This also results in
simpler layout for each particular panel.</p>
      <p>
        Navigation and task are also related, though not as tightly as the two previous pairs. Ali showed that
some navigation hints can be added to the task model (Ali 2006) to help with consistency.
Of all five dimensions, the least related to all of the others seems to be platform (look-and-feel). In
general, the platform should be independent of the task and context dimensions. This is not always
the case however, as some tasks may not be appropriate in some platforms (for example, watching
television on a mobile phone does not necessarily make sense
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Paterno and Mori 2006)</xref>
        ). Platform
and navigation are not entirely independent of each other either, although platforms must be
substantially different in terms of screen size or modality before navigation is forced to differ
significantly. Even when navigation is forced to differ, it may be the case that consistency is not
affected unless the platforms do not allow for the same mental model of navigation (e.g. hierarchical
vs. network)
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Ziefle, Arning et al. 2006)</xref>
        . Layout is the most affected by platform, especially where
platforms use different widgets or even different renderings of the same widget.
      </p>
    </sec>
    <sec id="sec-11">
      <title>QUESTION #2: UNIQUE PROBLEMS</title>
      <p>Ensuring cross-platform consistency requires the interface designer to address all of the challenges of
creating a single user interface with the addition of extra dependencies between each of the target
platforms. The problems identified in the position papers discuss some of the important
crossplatform relationships that must be addressed.</p>
    </sec>
    <sec id="sec-12">
      <title>User Interpretation and Behavior Shaping Constraints</title>
      <p>
        Two of the position papers noted that the relation between form and function is not symmetrical
        <xref ref-type="bibr" rid="ref10 ref6">(Hajdukiewicz 2006; Knapheide 2006)</xref>
        . In other words, functions on different platforms of a
crossplatform interface may work differently provided that the user always interprets the function to be the
same. The form of the interface can also be thought of as a “behavior shaping constraint.” “Forms that
map to key behavior shaping constraints…should remain consistent or invariant; other aspects are
less important in terms of consistency and are free to change based on the limitations of the platform”
        <xref ref-type="bibr" rid="ref6">(Hajdukiewicz 2006)</xref>
        . It seems then that a unique problem for cross-platform consistency is
identifying forms that can change but always be interpreted to be similar by the user. Many of these
issues exist in the design of platform widgets, which is explored in some depth in (Alexander 2006).
Another way to look at the interpretation problem is through a concept called “reference systems”
        <xref ref-type="bibr" rid="ref10">(Knapheide 2006)</xref>
        . This idea comes from a newer theory of language. When two people attempt to
communicate, they draw from their own references systems to build their utterances and arguments.
The rules that build these reference systems have varying levels of rigidity, and breaking a more rigid
rule comes at a higher price than that of a more flexible rule. Breaking too many rigid rules may
prevent any communication from taking place at all. If we take this analogy into our problem, then an
alternate goal of the workshop might be to identify rigid rules that when broken create a source of
confusion for users. These rules could then be used as our basis for judging whether an interface is
consistent enough (i.e. the system is consistent enough if the user would not be confused). Are there
common reference systems that we might easily apply to all interfaces, or are all these systems
domain- or user-specific?
      </p>
    </sec>
    <sec id="sec-13">
      <title>Seamless Task Migration, Continuity, Interaction Momentum</title>
      <p>
        Seamless task migration
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al. 2006)</xref>
        between interfaces on different platforms,
alternately known as continuity
        <xref ref-type="bibr" rid="ref3">(Denis and Karsenty 2003; Florins, Trevisan et al. 2004)</xref>
        or interaction
momentum
        <xref ref-type="bibr" rid="ref6">(Hajdukiewicz 2006)</xref>
        , was a theme of several position papers. Interfaces that support this
kind of feature might be termed continuous user interfaces
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al. 2006)</xref>
        . These ideas
are unique to cross-platform applications, and their unique problems seem relevant to achieving
cross-platform consistency.
      </p>
      <p>One unique problem for enabling task migration is support for the transfer and recovery of state and
activity context. When the user transitions to a different platform, state information from the initial
platform must be transferred to the new platform. If this transfer of information is time-consuming,
then the user must be made aware that this state transfer is happening in the background. This is
one example where task migration may suggest avoiding consistency, at least initially, to ensure the
user has a correct mental model of the system.</p>
      <p>Another challenge for task migration is determining which tasks the user will want to migrate. Can all
tasks be migrated across platforms, or must the designer carefully choose a subset?</p>
    </sec>
    <sec id="sec-14">
      <title>Resource Issues</title>
      <p>
        Other participants suggest that we should not “strive for seamless switches between devices,” but
rather “develop means for creating efficient task scenarios across devices”
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Dittmar and Forbrig
2006)</xref>
        . In other words, devices should support a subset of tasks that are reasonable for their platform.
The task subset will be related to attributes such as screen size and other input/output capabilities.
Even when task subsets are used to design a cross-platform interaction, users will want to re-use
knowledge from other interfaces
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Paterno and Mori 2006)</xref>
        .
How do we identify the task subsets that make sense for a platform? It seems that these will be
highly domain-dependent. Can this be generalized in any way?
      </p>
    </sec>
    <sec id="sec-15">
      <title>High-level/Low-level Specification of Interfaces</title>
      <p>
        A challenge for creating cross-platform interfaces is to create tools that allow specification of the
interface at multiple levels
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Wiecha, Akolkar et al. 2006)</xref>
        . This allows the designer to specify an
application’s functionality at a high-level, which ensures some amount of consistency across different
platforms (channels). Specification at lower-levels must also be supported however, so that
designers can then rapidly refine the details of any one platform of an application without impacting
the others. Another challenge is to create intelligent tools that can assess the impact on consistency
of making low-level changes to a particular platform.
      </p>
    </sec>
    <sec id="sec-16">
      <title>QUESTION #3: LIMITS</title>
      <p>
        Grudin
        <xref ref-type="bibr" rid="ref5">(Grudin 1989)</xref>
        gives many examples of places where consistency – narrowly labeled as
constancy – leads to a less usable design than a seemingly inconsistent design. Several position
papers identified specific cross-platform scenarios where consistency may not be the best choice.
Most other papers seem to implicitly believe that consistency can be helpful by enabling such
features as seamless task migration and avoidance of task disconnects
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al. 2006)</xref>
        .
It is also important to consider the generality of these scenarios. According to one position paper:
“based on previous research, the aspects that should be consistent will be highly dependent on the
application, domain, and context of use”
        <xref ref-type="bibr" rid="ref6">(Hajdukiewicz 2006)</xref>
        .
      </p>
      <p>
        Perlman offers an alternate view: instead of ensuring consistency, we should attempt to avoid
“unintentional inconsistency,” which is defined “as the situation where two parts of a design differ for
no good reason”
        <xref ref-type="bibr" rid="ref17">(Perlman 2006)</xref>
        . Unintentional inconsistency can be avoided in several ways. One
primary means is to use a structured design process where the high-level design choices can be
specified in one location. This allows changes to those decisions to be automatically incorporated
across the system because all pieces of the system rely on the centralized design information to
create their interfaces. Another method to avoid unintentional inconsistency is with measurement
metrics. “A simple example is to measure, for each term (e.g., Search), how many times it appears in
values compared to how many times a reference to it appears”
        <xref ref-type="bibr" rid="ref17">(Perlman 2006)</xref>
        . This approach is
similar to the Sherlock system for testing consistency in desktop user interfaces
        <xref ref-type="bibr" rid="ref12">(Mahajan and
Shneiderman 1997)</xref>
        .
      </p>
    </sec>
    <sec id="sec-17">
      <title>Hindrances for Cross-Platform Consistency</title>
      <p>
        Alexander describes many situations where the platform, corporate branding, and the user’s mental
model (consistency) may all conflict (Alexander 2006). For example, the open file dialog box is a
native widget that must be used by applications for security reasons. Consistency may also be a
limitation if it gives the impression that a device will have more data than it actually does, such as
when synchronization of all data for an application is impractical or impossible
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al.
2006)</xref>
        .
      </p>
      <p>
        Consistency may also conflict with good design if it dictates supporting a task that is not appropriate
for the given device
        <xref ref-type="bibr" rid="ref11 ref16 ref19 ref2 ref24 ref25 ref26">(Paterno and Mori 2006; Pyla, Tungare et al. 2006)</xref>
        . For example, the iPod
device and the iTunes application have different responsibilities for managing playlists. The iPod can
choose playlists and play the music on a playlist, but it cannot be used to modify playlists. The editing
feature is given only to the iTunes application. In this example, consistency would dictate that the
iPod should also be able to edit playlists, but the Apple engineers did not include this feature
because they felt the interface hardware could not easily support this function.
      </p>
      <p>
        The form factor may also limit the usefulness of consistency. For example, a desktop calendaring
application may default to showing a full month at a time, whereas it only makes sense for a smart
phone to show the day view by default
        <xref ref-type="bibr" rid="ref11 ref19 ref25 ref26">(Pyla, Tungare et al. 2006)</xref>
        . Form factor may also require
changes in structure and layout that affect consistency.
Only one of the position papers that we received discussed behavioral studies of consistency
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Ziefle,
Arning et al. 2006)</xref>
        , however the results from the questionnaires suggest that many of the participants
are interested in evaluation. In this section I have also included some brief discussions of previous
systems that have automated the evaluation of consistency for desktop applications (not
crossplatform), which may be useful to include in our discussion.
      </p>
      <p>Evaluation techniques for consistency break down into two categories, those that can be automated
given some description of the user interface and those that require interaction from real users in a
controlled environment.</p>
      <p>
        Ziefle et al. examined the mental model of the user to determine whether the user had correctly
interpreted the formatting of the interface and understand how misconceptions can affect
performance
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Ziefle, Arning et al. 2006)</xref>
        . Their studies examined mental models for menu structure
on a phone and PDA by asking users to perform a set of tasks and afterward to arrange a set of
cards representing the steps in the menu according to their perceived structure. For the phone
interface, which had a hierarchical structure, users with the correct mental representation solved
24.1% more tasks than those who did not. Results for the PDA also showed that users with adequate
mental models of the structure also did better than those who did not.
      </p>
      <p>
        GLEAN
        <xref ref-type="bibr" rid="ref9">(Kieras, Wood et al. 1995)</xref>
        and Sherlock
        <xref ref-type="bibr" rid="ref12">(Mahajan and Shneiderman 1997)</xref>
        provide
automated evaluation of consistency for regular desktop interfaces. GLEAN requires models of the
interface in the NGOMSL language, but can do analyses that test for knowledge transfer between
different pieces of the interface or different interfaces. Sherlock operates on textual models of the
interface written in its own language, and it provides translators to its language from standard Visual
Basic formats. Sherlock uses a variety of metrics, including some of those mentioned by Perlman
        <xref ref-type="bibr" rid="ref17">(Perlman 2006)</xref>
        , to help the designer identify consistency problems in interfaces. The output of
Sherlock can be difficult to interpret however, and it provides no assistance in actually making
changes to the interface.
      </p>
      <p>
        Richter
        <xref ref-type="bibr" rid="ref21">(Richter 2006)</xref>
        suggests supporting users in the transition between platforms by facilitating
the transformation of their mental model between designs. If a user knows a certain platform he
should be able to easily transfer his knowledge, including knowledge about the spatial layout, by
means of regular transformations. Based on this assumption a consistency measure is suggested
that describes the regularity of a transformation for different properties of a user interface. This can
be used for design-time support methods such as “consistency ghost”
        <xref ref-type="bibr" rid="ref21">(Richter 2006)</xref>
        .
      </p>
    </sec>
    <sec id="sec-18">
      <title>CONSISTENCY AND MODEL-BASED DESIGN</title>
      <p>A large portion of the position papers have some relation to model-based user interface development
or model-driven engineering. It seems that many research systems have already included
consistency as a factor or are considering adding some aspect of consistency.</p>
      <p>
        Sottet et al.
        <xref ref-type="bibr" rid="ref11 ref23 ref25 ref26">(Sottet, Calvary et al. 2006)</xref>
        describe a Model-Driven Engineering (MDE) framework for
building applications. This process supports many libraries of transformations which take information
in models and eventually produce a user interface. These interfaces have “plasticity,” which might
allow things like consistency to be added to the user interface. One idea is to automatically adapt the
user interface to match the current “context-of-use,” in which case consistency would be an important
factor to take into account during adaptation.
      </p>
      <p>
        Uniform is a new system for automatically generating personally consistent remote control interfaces
based on knowledge of the user’s previous experiences
        <xref ref-type="bibr" rid="ref11 ref13 ref25 ref26">(Nichols, Myers et al. 2006)</xref>
        . Uniform does
not use an underlying task model, but approximates task consistency by ensuring the function are
used in the way and located in the same place within the user interface. A knowledge base of
functional similarity relations support a set of rules which manipulate the abstract user interface,
resulting in a consistent final interface for the end user.
      </p>
      <p>
        Supple uses optimization to automatically generate user interfaces, which allows it to naturally
represent the cross-platform consistency as a tradeoff between optimal design for each platform and
increased similarity of appearance between the two interfaces
        <xref ref-type="bibr" rid="ref4">(Gajos, Wu et al. 2005)</xref>
        .
The layout algorithm described by Luyten
        <xref ref-type="bibr" rid="ref11 ref25 ref26">(Luyten, Vermeulen et al. 2006)</xref>
        and the task-navigation
work by Ali (Ali 2006) are examples of new rules for model-based design environments that may
improve the consistency of generated interfaces.
      </p>
      <p>
        Many model-based environments rely on task models, but Dittmar et al.
        <xref ref-type="bibr" rid="ref16 ref2 ref24">(Dittmar and Forbrig 2006)</xref>
        suggest that current task and dialogue models are not sufficiently detailed to model task-action
consistency. In particular, the general task models used today are not sufficient to model the flow of
task domain objects between applications. Representations that allow this will be important for
model-based design of multi-device systems.
      </p>
    </sec>
    <sec id="sec-19">
      <title>CONCLUSIONS</title>
      <p>The goal of this workshop is to find answers to the four main questions stated above. We hope that
through a discussion of these questions that we can build consensus of important areas for future
work in cross-platform consistency and provide insight to each participant that can be integrated into
their current research projects.</p>
      <p>
        Another interest is to build a framework through which cross-platform consistency can be understood.
A start may be to build on Hajdukiewicz’s 4 principles for effective cross-platform design
        <xref ref-type="bibr" rid="ref6">(Hajdukiewicz 2006)</xref>
        :
1. Content that is critical to task-completion must be consistent in form across platforms
2. Secondary and supporting information do not need to be consistent (but can be if appropriate).
      </p>
      <p>Constraints of the platform should guide the design for this data
3. Navigation metaphors should be compatible [editor: consistent?] across platforms
4. Other aspects of application design should conform to effective user centered design practices
for the platform considered.</p>
      <p>A final goal of this workshop is work towards a future publication or other dissemination of the
discussion and results from this workshop. The form that this publication will take has not yet been
decided, and will be discussed in the final session of the workshop.</p>
    </sec>
    <sec id="sec-20">
      <title>APPENDIX A. CONSISTENCY DEFINITIONS</title>
      <p>The following are definitions of cross-platform consistency provided by the workshop participants.
•
•
•
•
•
•
•
“We assume that users can apply different devices of an interactive system to accomplish
their tasks. In this context, consistency ensures that a user can move between devices
seamlessly with respect to a task. (Sub-)Tasks supported on different devices have to be
mapped to the same abstract actions. An abstract action leads to the same abstract effect on
all user interfaces.”
“A mental model of interaction, at some level – perhaps only conceptual, navigational, if not
surface look &amp; feel – that allows for prediction and transference of user skills from one
platform to another.”
“Complete consistency would mean that if the user could only see the application portion of
the UI, they would not even know what platform they were using – the behaviors and
appearances would be identical. A more pragmatic approach is to find the right balance
between optimizing for the platform and following its standards while still having the user be
able to recognize the product as being the same (branding), knowing exactly how to use it
from experience with it on another plaform, and most of all not being confused about which
way to do things on this platform vs. another platform.”
“Minimally: Tognazzini 1990 – the same handle should always do the same action. Not the
other way around.”
“As defined by human factors, consistency refers to the way same design choices (format
and position) are applied in same contexts (platform is one aspect).”
“Consistency is one means that provides the user with a feeling of being ‘at home’.”
“For me consistency (invariance) across platforms is defined in multiple dimensions: content
of what is conveyed across platforms; format/form of how this information is conveyed (e.g.,
are visual artifacts the same); interaction of how end users interact with the platform.”
•
•
•
•
•
•
•
•
•
“Part of the structure and of the user interface and navigation through the user interface for a
set of supported tasks remains intact across platforms, while the user interface can have a
different presentation.”
“Consistency in cross-platform design involves making available a similar set of features on
multiple devices (or, an appropriate subset of such features on devices with smaller form
factor), keeping the look-and-feel and behavior of the application intact. The aim is to let
users perform the same tasks on more than one platform through a UI that is almost similar
on each platform.”
“Consistency in cross-platform design describes the degree of similarity of the execution of a
user task on different platforms. It relates to the platform look &amp; feel as well as to the
temporal and spatial order of subtasks.”
“As psychologist, consistency is referring to what we call cognitive compatibility, thus the
degree to which different platforms meet basic demands of human information processing
and also the demands of highly trained user concepts which should be kept consistent
across devices.”
“A consistent view of a user’s information that scales across devices and displays. Interaction
techniques might need to change but the UI metaphor stays consistent.”
“The amount of (demonstrated) knowledge transfer that occurs across interfaces/platforms.”
“a quality of interfaces for two or more devices in which the interface elements are similar
enough to make the application interfaces of both devices feel consistent to the users.”
“Consistency is a means to keep a particular design and interaction choices (as close as
possible) across multiple platforms”
“Consistency in user interfaces in general means that in similar situations the same design
solution is adopted. This is true even in cross-platform design.”</p>
      <p>Alexander, C. (2006). CHI Workshop Position Paper - Workshop on "The Many Faces of
Consistency in Cross-platform Design". The Many Faces of Consistency in Cross-Platform
Design Workshop at CHI'2006. Montreal, Canada.</p>
      <p>Ali, M. F. (2006). Navigation Consistency, or the Lack Thereof, in Cross-Platform User
Interfaces. The Many Faces of Consistency in Cross-Platform Design Workshop at
CHI'2006. Montreal, Canada.</p>
    </sec>
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