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Interaction

Interaction. Contents. Understanding & Conceptualizing Interaction Interaction models Interaction styles Interaction paradigms. Understanding & Conceptualizing Interaction. It is tempting to design an interface by going directly to the nuts & bolts Whether to use touch screen GUI details

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Interaction

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  1. Interaction

  2. Contents • Understanding & Conceptualizing Interaction • Interaction models • Interaction styles • Interaction paradigms

  3. Understanding & Conceptualizing Interaction • It is tempting to design an interface by going directly to the nuts & bolts • Whether to use touch screen • GUI details • Whether speech should be used • While these decisions are necessary, they should be done after understanding the problem space

  4. Understanding the Problem Space • Before designing a solution, you need to understand the problem • What is the problem with the current interface? • What do the users find difficult? • What is the functionality which the users want? • Do all users have the same requirements? • Are all users willing to put time into understanding the problem?

  5. Example: Understanding Browser Deficiencies • A major web browser has been losing market share to competitors • The development team meets to discuss the problem • After asking users, it is found that many have never used bookmarks • They zero in on the bookmarks as a potential problem area

  6. Example: Understanding Browser Deficiencies • There are various ideas to explain the problem • Organizing bookmarks requires dragging URLs to folders which is tedious and error-prone • Another member agrees with this assessment based on feedback • A software engineer, who scrolls through history rather than using bookmarks, assumes others do the same. He recommends that the history facility be removed due to it being overly complex and unused.

  7. Example: Understanding Browser Deficiencies • The result of this discussion is: • They have various theories as to what the problem is • They still do not understand the real problem • They must go back, ask more users for feedback, and think about the problem for a longer time • You cannot create a solution until you understand the problem !

  8. Conceptualizing the Design Space • “A conceptual model is a high-level description of how a system is organized and operates” Johnson & Henderson • The conceptual model is how the user will see and understand the system

  9. Conceptualizing the Design Space • “The most important thing to design is the user’s conceptual model. Everything else should be subordinated to making the model clear, obvious, and substantial. This is almost exactly the opposite of how most software is designed” Liddle

  10. The Conceptual Model • Outlines what people can do with a product • Presents the concepts necessary to interact with the product • The metaphors and analogies used to convey an understanding of the product to the user

  11. The Conceptual Model • The model • Gives the user an understanding of how to use the product • Forms a shared vision between all of the designers • Should be designed after the problem space is understood but before the rest of the solution is designed

  12. Contents • Understanding & Conceptualizing Interaction • Interaction models • Interaction styles • Interaction paradigms

  13. Interaction Models • Interaction models can help us understand the interaction between the user and the system • Terminology • Domain • Important concepts about the problem space • In graphic design these would be shapes, drawing tools and a drawing surface

  14. Interaction Models • Tasks • Operations to manipulate the concepts in the domain • Goals • The desired result of a task • Intention • A specific action designed to achieve a goal • Task analysis • The identification of the problem space in terms of domain, tasks, goals and intentions

  15. Interaction Models • Core language • A language used to describe computational aspects of the state of the system • Task language • Describes psychological aspects of the domain relevant to the state of the user

  16. The Execution-evaluation Cycle • This is also called Norman’s model of interaction • It is probably the most influential model • It is broken into two major phases • Execution • Evaluation • These are further broken into a total of 7 stages

  17. The Execution-evaluation Cycle • Establishing the goal • Forming the intention • Specifying the action sequence • Executing the action • Perceiving the system state • Interpreting the system state • Evaluating the system state with respect to the goals and intentions

  18. The Execution-evaluation Cycle • Each of these stages is performed by the user • The user determines a goal, figures out how to achieve it, performs the action, and then looks at the system to see if it worked as expected • Norman uses this model to explain why users have problems with interfaces

  19. The Gulf of Execution • Remember that the system operations are defined in terms of the core language and the user describes actions in terms of the task language • Since these languages are not the same, it can result in misunderstandings • This means that there is a gulf between the users actions to achieve a goal and the systems interpretation of those actions

  20. The Gulf of Evaluation • The gulf of evaluation is the distance between the actual state of the system and the state expected by the user • The more difficulty the user has interpreting the system state, the less effective the interaction • Norman’s model provides a simple framework for the understanding of interaction

  21. The Interaction Framework • Norman’s model is for understanding the interaction • It does nothing to consider the system’s side of the communication • This is addressed by an extension to Norman’s model by Abowd and Beale • This extension is the interaction framework

  22. The Interaction Framework • This breaks the system into 4 major components • The system • The user • The input • The output • It uses the core language and the task language as well as languages for both input and output

  23. The Interaction Framework • There are 4 steps in the interaction cycle • The user formulates a goal and a task to achieve it. This is expressed in the input language. • Input languages is translated into core language • System transforms itself into a new state • The state of the system is then rendered in the output language and sent to the user O output U S core task I input

  24. The Interaction Framework • There are 4 translations involved in the interaction • The users task must be articulated in the input language • The input language is then translated into stimuli for the system • Once the system state is updated, evaluation begins with the presentation of results in the output language • Finally, observation translates the output language into understanding by the user O presentation observation output U S core task I articulation performance input

  25. Articulation • Poor articulation • A user wants to turn on lights at one end of a room • The user is confronted with a bank of unlabeled switches • The user has no idea of which switch controls the lights at the end of the room • The problem is that the user cannot articulate the goal (turn on lights at one end) in the language provided (unlabeled switches)

  26. Articulation • Good articulation • Virtual reality systems use data gloves • This allows every motion of the user’s hand to be translated directly into operations to be performed by the system • This is an example of a direct manipulation interface • It provides an excellent translation from the task language to the core language

  27. Output • Consider writing a paper with a word processor • You must be able to see the effects of your actions • Often, you can see only the immediate paragraph without the surrounding text where there might be changes as well • This means that all of the state changes cannot be be displayed in the output language

  28. Using the Interaction Framework • The interaction framework can be used to judge the usability of the interface • By concentrating on translations, it allows us to determine if concepts are being communicated correctly • This might be used as the basis for choosing one tool over another

  29. Contents • Understanding & Conceptualizing Interaction • Interaction models • Interaction styles • Interaction paradigms

  30. Interaction Styles • The choice of interaction style has a profound impact on the nature of the interaction • We will look at • Command line interface • Menus • Natural language • Question/answer dialog • Forms • WIMP • Point and click • Three-dimensional interfaces

  31. Command Line Interfaces • The earliest interfaces were command line • Despite the availability of more modern interfaces, they continue to be used • Command line interfaces • Provide abbreviations and function keys to speed use

  32. Command Line Interfaces • Provide direct access to commands without having to navigate menus • Allow options to be used to modify command behaviour • Are very powerful • Have a steep learning curve before they can be used effectively • This can be lessened by using meaningful command names

  33. Menus • These display the available choices • The user can select one by mouse, numeric entry, or arrow keys • Larger menus are organized hierarchically so not all of the menu is displayed at once • This makes navigation more difficult since the user cannot see where they want to go

  34. Menus • The advantage of menus is that they lessen the load on the user’s memory since commands no longer have to be remembered • This still means that the commands must be meaningful and easy to understand

  35. Natural Language • On the surface it is attractive to allow instructions in a natural language like English • Problems are soon encountered due to the ambiguity of natural language • The boy hit the dog with the stick • Did the boy use a stick to hit a dog or did the boy hit a dog carrying a stick?

  36. Natural Language • There is also ambiguity in the meaning of individual words as well as the sentences • Although research continues into natural language understanding, it remains problematic for the near term

  37. Question/answer Dialogs • The user is asked a series of questions and provided with a series of answers from which to choose • These are easy for novices to use • They restrict queries to those supported by the system • General purpose query languages provide more flexibility but are more difficult to learn and use

  38. Forms • This is used primarily in data entry and occasionally in data retrieval • The user is presented with a form that looks like a familiar paper form • Advanced forms allow the user to leave fields blank and to fill in the fields in different orders • A spreadsheet is a special type of form in which the results of changes can be seen immediately

  39. WIMP Interface • This is the familiar windowing system consisting of Windows, Icons, Menus and Pointers • This has become a standard interface supported by many computer systems including • Microsoft Windows • X Windows • Apple Macintosh

  40. WIMP Interface • Windows • Areas of the screen where text and or graphics can be rendered • Icons • Small pictures representing concepts or actions • Used for buttons, labels, and representing windows in collapsed form

  41. WIMP Interface • Pointers • Pointing devices such as mice, touchpads, trackballs, tablets, etc. • These are essential to WIMP interfaces • The pointer is represented on screen by a cursor which can take on a variety of shapes • Often the shape of the cursor is used to indicate state information about the system

  42. WIMP Interface • Menus • These allow the user to issue commands by selecting from menus • There are pull-down menus from a menu-bar as well as pop-up menus • They all reduce the load on the user’s memory • There are also menus which are circular as well as ones which pick up gestures by the user with the pointing device

  43. WIMP Interface • Buttons • Buttons are small windows which can be clicked to perform an action • Buttons can be labeled with text, graphics or both • Buttons can change appearance to indicate their state • Radio and checkboxes are buttons with a slightly different behaviour and appearance

  44. WIMP Interface • Toolbars • This is an area of the screen where buttons and icons are collected • It acts similarly to a menu by allowing the user to select from many commands • It often makes selections more obvious by showing them all at once • Often, the user can customize their display by showing a selection of multiple toolbars which are available

  45. WIMP Interface • Palettes • A palette is a collection of controls which can alter the state of the system • They usually select values for various options • They provide immediate feedback on the state of these options • Graphics systems often use palettes to se4lect the drawing color, line thickness, etc.

  46. WIMP Interface • Dialog boxes • A dialog box is a window which conducts an interaction with the user to • Provide information • Notify the user of an error • Solicit input from the user • Often, these dialogs are modal so that the user must interact with them before continuing • System modal locks the entire windowing system and are usually a bad idea as the user cannot interact with other programs

  47. Contents • Understanding & Conceptualizing Interaction • Interaction models • Interaction styles • Interaction paradigms

  48. Paradigms for Interaction • This section will look at the key technologies which have contributed to interactivity • This will be partially historical in nature so that you can see how it evolved over time

  49. Time Sharing • Initially, computers were batch systems used by a single user • In the 1960s advances in computing power made time sharing possible • This allowed a single computer to be used by several individuals • They were able to interact with it via teletypewriters • Many people at the time were excited by the possibilities

  50. Video Display Units • The teletypewriter gave way to the video display unit • Ivan Sutherland invented Sketchpad, a program which allowed you to draw on the screen and have it stored in memory • This formed the basis for all modern windowing systems and established VDUs and the main display technology

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