Contextual menus Provide access to often-used commands that make sense in the context of a current task Appear when the user presses the Control key while.

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Presentation transcript:

Contextual menus Provide access to often-used commands that make sense in the context of a current task Appear when the user presses the Control key while clicking on an interface element –e.g., clicking on a photo in a website together with holding down the Control key results in options ‘open it in a new window,’ ‘save it,’ or ‘copy it’ Helps overcome some of the navigation problems associated with cascading menus

Research and design issues What are best names/labels/phrases to use? Placement in list is critical –Quit and save need to be far apart Many international guidelines exist emphasizing depth/breadth, structure and navigation –e.g. ISO 9241

Icon design Icons are assumed to be easier to learn and remember than commands Can be designed to be compact and variably positioned on a screen Now populate every application and operating system –represent desktop objects, tools (e.g., paintbrush), applications (e.g., web browser), and operations (e.g., cut, paste, next, accept, change

Icons Since the Xerox Star days icons have changed in their look and feel: –black and white -> color, shadowing, photorealistic images, 3D rendering, and animation Many designed to be very detailed and animated making them both visually attractive and informative GUIs now highly inviting, emotionally appealing, and feel alive

Icon forms The mapping between the representation and underlying referent can be: – similar (e.g., a picture of a file to represent the object file), –analogical (e.g., a picture of a pair of scissors to represent ‘cut’) –arbitrary (e.g., the use of an X to represent ‘delete’) Most effective icons are similar ones Many operations are actions making it more difficult to represent them –use a combination of objects and symbols that capture the salient part of an action

Early icons

Newer icons

Simple icons plus labels

Activity Sketch simple icons to represent the operations to appear on a digital camera LCD screen: –Delete last picture taken –Delete all pictures stored –Format memory card

Toshiba’s icons Which is which? Are they easy to understand Are they distinguishable? What representation forms are used? How do yours compare?

Research and design issues There is a wealth of resources now so do not have to draw or invent icons from scratch –guidelines, style guides, icon builders, libraries Text labels can be used alongside icons to help identification for small icon sets For large icon sets (e.g., photo editing or word processing) use rollovers

Advanced graphical interfaces Advanced graphical interfaces exist now that extend how users can access, explore, and visualize information –e.g. interactive animations, multimedia, virtual environments, and visualizations Some designed to be viewed and used by individuals Others by users who are collocated or at a distance

Multimedia Combines different media within a single interface with various forms of interactivity –graphics, text, video, sound, and animations Users click on links in an image or text -> another part of the program -> an animation or a video clip is played ->can return to where they were or move on to another place

BioBlast multimedia learning environment

Pros and cons Facilitates rapid access to multiple representations of information Can provide better ways of presenting information than can either one alone Can enable easier learning, better understanding, more engagement, and more pleasure Can encourage users to explore different parts of a game or story Tendency to play video clips and animations, while skimming through accompanying text or diagrams

Research and design issues How to design multimedia to help users explore, keep track of, and integrate the multiple representations –provide hands-on interactivities and simulations that the user has to complete to solve a task –Use ‘dynalinking,’ where information depicted in one window explicitly changes in relation to what happens in another (Scaife and Rogers, 1996). Several guidelines around that recommend how to combine multiple media for different kinds of task

Virtual reality and virtual environments Computer-generated graphical simulations providing: –“the illusion of participation in a synthetic environment rather than external observation of such an environment” (Gigante, 1993) provide new kinds of experience, enabling users to interact with objects and navigate in 3D space Create highly engaging user experiences

Pros and cons Can have a higher level of fidelity with the objects they represent, c.f. multimedia Induces a sense of presence where someone is totally engrossed by the experience –“a state of consciousness, the (psychological) sense of being in the virtual environment” (Slater and Wilbur, 1999) Provides different viewpoints: 1st and 3rd person Head-mounted displays are uncomfortable to wear, and can cause motion sickness and disorientation

Research and design issues Much research on how to design safe and realistic VRs to facilitate training –e.g., flying simulators –help people overcome phobias (e.g., spiders, talking in public) Design issues –how best to navigate through them (e.g., first versus third person) –how to control interactions and movements (e.g., use of head and body movements) –how best to interact with information (e.g., use of keypads, pointing, joystick buttons); –level of realism to aim for to engender a sense of presence

Which is the most engaging game of Snake?