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	<title>Gulf of Execution - Revision history</title>
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		<title>Caseorganic: Created page with &quot;===Definition=== The gulf of execution is the gap between what a person intends to do and the actions a system makes available to them. It is one half of a pair introduced by Donald Norman — the other being the &#039;&#039;&#039;gulf of evaluation&#039;&#039;&#039;, the gap between the state a system is in and what the person can determine about that state from what the system shows.  The formulation appears in Norman&#039;s work with Stephen Draper in &#039;&#039;User Centered System Design&#039;&#039; (198...&quot;</title>
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		<summary type="html">&lt;p&gt;Created page with &amp;quot;===Definition=== The gulf of execution is the gap between what a person intends to do and the actions a system makes available to them. It is one half of a pair introduced by &lt;a href=&quot;/index.php?title=Don_Norman&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Don Norman (page does not exist)&quot;&gt;Donald Norman&lt;/a&gt; — the other being the &amp;#039;&amp;#039;&amp;#039;gulf of evaluation&amp;#039;&amp;#039;&amp;#039;, the gap between the state a system is in and what the person can determine about that state from what the system shows.  The formulation appears in Norman&amp;#039;s work with Stephen Draper in &amp;#039;&amp;#039;User Centered System Design&amp;#039;&amp;#039; (198...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;===Definition===&lt;br /&gt;
The gulf of execution is the gap between what a person intends to do and the actions a system makes available to them. It is one half of a pair introduced by [[Don Norman|Donald Norman]] — the other being the &amp;#039;&amp;#039;&amp;#039;gulf of evaluation&amp;#039;&amp;#039;&amp;#039;, the gap between the state a system is in and what the person can determine about that state from what the system shows.&lt;br /&gt;
&lt;br /&gt;
The formulation appears in Norman&amp;#039;s work with Stephen Draper in &amp;#039;&amp;#039;User Centered System Design&amp;#039;&amp;#039; (1986) and in &amp;#039;&amp;#039;The Design of Everyday Things&amp;#039;&amp;#039; (1988).&lt;br /&gt;
&lt;br /&gt;
===The Two Gulfs===&lt;br /&gt;
Norman&amp;#039;s model treats interaction as a cycle. A person forms a goal, translates it into an intention, works out a sequence of actions, and performs them; the system changes state; the person perceives the new state, interprets it, and compares it with the goal.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;gulf of execution&amp;#039;&amp;#039;&amp;#039; opens on the outbound half. The person knows what they want and cannot find the means. Symptoms: hunting through menus, guessing at gestures, consulting documentation, asking someone else, or abandoning the goal. The width of the gulf is measured in the amount of translation the person has to perform between their intention and the system&amp;#039;s vocabulary.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;gulf of evaluation&amp;#039;&amp;#039;&amp;#039; opens on the return half. The person has acted and cannot tell what happened. Symptoms: pressing again, waiting, checking elsewhere for confirmation, or proceeding on an incorrect assumption.&lt;br /&gt;
&lt;br /&gt;
Norman&amp;#039;s point is that both are bridgeable from either side. The person can bridge them by learning the system — which is what documentation, training and expertise amount to. The designer can bridge them by making the available actions perceptible ([[Affordance|signifiers]]), by matching the system&amp;#039;s vocabulary to the user&amp;#039;s, and by giving prompt, legible feedback. Every unit of gulf not bridged by the designer is a cost paid by every user, every time.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* A parking machine that requires a zone number the driver does not have is a gulf of execution: the intention is clear, the means are not available in the terms the person possesses. See [[Frictional Interface|frictional interface]].&lt;br /&gt;
* A file that will not delete for an unstated reason is a gulf of evaluation: the action was taken, and the system&amp;#039;s state is unreadable.&lt;br /&gt;
* A door with a flat plate that must be pulled is a gulf of execution created by a false signifier — the [[Don Norman|Norman door]].&lt;br /&gt;
* A progress bar that reaches 99 percent and stops is a gulf of evaluation created by feedback that reports something other than the true state.&lt;br /&gt;
&lt;br /&gt;
===Why the Concept Is Useful===&lt;br /&gt;
Its value is diagnostic. &amp;quot;This is hard to use&amp;quot; is not actionable; &amp;quot;the gulf of execution is wide here because the system&amp;#039;s vocabulary is the database schema rather than the user&amp;#039;s task&amp;quot; is. The model also locates the two failures on opposite halves of the cycle, which is usually enough to identify which of the two a complaint is actually about — users report both as confusion.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The gulfs are where the human and the machine fail to meet, and their width is a designed quantity. A system that leaves both gulfs wide has, in effect, decided that the necessary cognitive labour will be performed by its users — an allocation of effort that is invisible in any account of the system&amp;#039;s cost.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Don Norman]]&lt;br /&gt;
* [[Affordance]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Human-Computer Interaction]]&lt;br /&gt;
* [[Steve Krug]]&lt;br /&gt;
* [[Ease]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
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