The Interaction Notion of interaction interaction frameworks

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Presentation transcript:

The Interaction Notion of interaction interaction frameworks ergonomics interaction styles context of interaction

Notion of Interaction Interaction Communication between the user and the system   Purpose of interaction is to aid a user in accomplishing goals from some application domain  

Interaction Frameworks (guiding steps) Why have a framework? •allows contextualization of interaction/putting interaction into perspective • presents a global view of interaction Donald Norman’s Interaction framework (Execution - Evaluation Cycle) • user establishes the goal (Need teaching slides for tomorrow’s class) • formulates intention-more specific than goal (prepare teaching slides...) • specifies actions at interface (action sequence) • executes action • perceives system state after execution • interprets system state in terms of expectations • evaluates system state with respect to goal for success if failure repeats cycle Norman’s model concentrates on user’s view of the interface

Donald Norman’s Model Norman’s model concentrates on user’s view of the interface system evaluation execution goal

Abowd and Beale Framework The Interaction Framework has 4 parts: • user • input • system • output user articulates goal in input language which is then translated into core language as operations to be executed by system

Interaction Frameworks Cont... System transforms itself as described by the operation translated from input. Output is communicated to user. User asses output in relation to original goal (evaluation phase) ending interaction cycle 4 main translations involved: articulation, performance, presentation & observation/evaluation interaction  translation between languages (user, input, system, output) problems in interaction = problems in translation Exercise: Using the example of an ATM system, describe the components of the execution –evaluation cycle and interaction framework. Using the same example, explain differences between the two

Ergonomics Study of the physical characteristics of interaction -how controls are designed, physical environment in which interaction takes place & the layout & physical qualities of the screen -Focus on user performance & how the interface enhances or detracts from this Also known as human factors. Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems. Explain what Ergonomics is and its usefulness/contribution to HCI

Ergonomics - examples • arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially • surrounding environment e.g. seating arrangements adaptable to cope with all sizes of users • health issues e.g. physical position ), lighting, noise, environmental conditions (temperature, humidity), time (excessive use of CRT dangerous to pregnant women • use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc. Exercise: Think of a system in whose interaction it would be important to correctly use the three conventional colors and state what each of them would be used for Explain the HCI issues and problems addressed by the established field of Ergonomics and recommended user interface design guidelines for the respective issues/problems Pg 111-115 What is the difference between Ergonomics and HCI pg 115

Interaction styles Interaction: dialogue between computer and user Some applications have very distinct styles of interaction.   We can identify some common styles • command line interface • menus • natural language • question/answer and query dialogue • form-fills and spreadsheets • WIMP Describe the most common interface styles and the different effects these have on the interaction? Pg 115-1131

Command line interface Way of expressing instructions to the computer directly. function keys, single characters, (ipconfig, calc,cmd) short abbreviations (ipconfig,tracert), whole words (ping), or a combination   • suitable for repetitive tasks • better for expert users than novices • offers direct access to system functionality • command names/abbreviations should be meaningful Typical example: the Unix/linux system

Menus Set of options displayed on the screen (like restaurant menu Options visible – less recall easier to use – rely on recognition so names should be meaningful Selected by using mouse, numeric or alphabetic keys Often options hierarchically grouped: sensible grouping is needed   Menu systems can be • purely text based, with options presented as numbered choices (recent docs in MS word) • graphical selected by arrow/mouse • combination (e.g. mouse plus accelerators (print options)

Natural language Expression of interaction instructions in every day words Use speech recognition or typed natural language Problems • vague • ambiguous e.g. Man beat a boy with the stick ( is it the stick the one the man used or the boy the man beat had the stick). Humans rely on context & general knowledge to address ambiguity • hard to do well! Solutions • try to understand a subset • pick on key words

Query interfaces Question/answer interfaces • user led through interaction via series of questions • suitable for novice users • often used in information systems   Query languages (e.g. SQL) • used to retrieve information from database • requires understanding of database structure and language syntax, hence requires some expertise

Form-fills Primarily for data entry or data retrieval Screen like paper form. Data put in relevant place. Requires • good design • obvious correction facilities  

Spreadsheets first spreadsheet VISICALC first; followed by Lotus 1-2-3 MS Excel most common today sophisticated variation of form-filling. • grid of cells contain a value or a formula • formula can involve values of other cells e.g. sum of all cells in this column • user can enter and alter data • spreadsheet maintains consistency

(or windows, icons, mice, and pull-down menus) WIMP Interface • Windows • Icons • Menus • Pointers (or windows, icons, mice, and pull-down menus) default style for majority of interactive computer systems, especially PCs and desktop machines

Windows Areas of the screen that behave as if they were independent terminals • can contain text or graphics • can be moved or resized • can overlap and obscure each other, or can be laid out next to one another (tiled) • scrollbars allow the user to move the contents of the window up and down or from side to side • title bars describe the name of the window

Icons • small picture or image • represents some object in the interface often a window or action • windows can be closed down (iconised) small representation  many accessible windows for those who open many windows at a time •

Pointers • important component WIMP style relies on pointing and selecting things • usually achieved with mouse • also joystick (high precision pointing), trackball ( like inverted mouse), cursor keys or keyboard shortcuts • wide variety of graphical images  

Menus Choice of operations or services offered on the screen (like a restaurant menu). Required option selected with pointer • problem - menus can take up a lot of screen space e.g. MS word) • solution - menu appears when needed (achievable in MS word)

Kinds of Menus Menu Bar at top of screen (normally), menu drags down • pull-down menu - mouse hold and drag down menu • drop-down menu - mouse click reveals menu • fall-down menus - mouse just moves over bar! Contextual menu appears where you are • pop-up menus - actions for selected object (e.g. print)

Menus extras Cascading menus • hierarchical menu structure Keyboard accelerators • key combinations - same effect as menu item • two kinds - active when menu open - usually first letter - active when menu closed - usually Ctrl + letter

Menus design issues • which kind to use • what to include in menus   • what to include in menus • words to use (action or description) • how to group items • choice of keyboard accelerators

WIMP look and feel appearance + behaviour = look and feel Lots of things you can interact with: • main WIMP components (windows,menus,icons & Pointers) • buttons • dialogue boxes • palettes e.g. color palette Collectively known as widgets

Buttons individual and isolated regions within a display that can be selected to invoke an action. Special kinds • radio buttons - set of mutually exclusive choices- choose one • check boxes - set of non-exclusive choices (can choose more than one)

dialogue boxes information windows that pop up to inform of an important event or request information. E.g: when saving a file, a dialogue box is displayed to allow the user to specify the filename and location. Once the file is saved, the box disappears.

Pallettes and tear-off menus Problem • menu not there when you want it for rarely used functions in an application Solution • tear-off off and pin-up menus • pallettes- little windows of actions shown/hidden via menu option e.g. available shapes in drawing package

Social and Organizational Context Interaction affected by social and organizational context In reality, users work within a wider social and organizational context which provides the wider context for the interaction and may influence the activity & motivation of the user • other people - desire to impress, competition, fear of failure • motivation - fear, allegiance, ambition, self-satisfaction • inadequate systems  cause frustration and lack of motivation What influences does the social environment in which you work have on your interaction with computers? What effect does the organization (commercial or academic to which you belong have on the interaction? Pg 137-138

References Alan Dix, Janet Finlay, Gregory Abowd & Russell Beale (2004). Human-Computer Interaction. Hillsdale, NJ: Prentice Hall, 2004. ISBN 0-13-458266-7 (hardback); 0-13-437211-5 (paperback) only outside USA. 1998 (Second Edition) ISBN 0-13-239864-8. Chap. 3