COMP444 Human Computer Interaction Understanding Interaction

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Presentation transcript:

COMP444 Human Computer Interaction Understanding Interaction

Learning Outcomes At the end of this lecture, you should be able to: Describe interaction Describe different interaction from different frameworks Discuss how ergonomics play roles in ensuring successful interactions Discuss different styles humans interact with computers

The Interaction Dix (2002) looks at interactions in 4 ways: interaction models – translations of what happen between user and system ergonomics - physical characteristics of interaction interaction styles - the nature of user/system dialog

The Interaction Framework Donald Norman’s Seven stages user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

The Interaction Framework Donald Norman’s Focus is on user’s view of the interface Gulf of execution and Gulf of evaluation – good interface design strives to avoid these

Donald Norman’s execution/evaluation loop system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

Donald Norman’s execution/evaluation loop system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

Donald Norman’s execution/evaluation loop system evaluation execution goal user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal

The Interaction Framework Abowd and Beale’s Interaction framework is divided into 4 parts User Input System Output

The Interaction Framework Abowd and Beale’s The User is able to communicate with the system via the Input. This action is known as articulation or the process of describing your request in the form of a "task language". The Input then runs System command in a performance process. The process is ran in "core language" and then returned to the user in a presentation phase. The User then resumes responsibility through observation or simply the act of formulating new goals.

Ergonomics Physical aspects of interfaces Study of the physical characteristics of interaction Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems – to suit the environments/users

Ergonomics - examples arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially (mapping) surrounding environment e.g. seating arrangements adaptable to cope with all sizes of user (movie theatre) health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc.

Common interaction styles command line interface menus natural language question/answer and query dialogue form-fills and spreadsheets WIMP three–dimensional interfaces

Command line interface Way of expressing instructions to the computer directly function keys, single characters, short abbreviations, whole words, 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 system, DOS prompts

Menus Set of options displayed on the screen Options visible less recall - easier to use, use of images/icons to help rely on recognition so names should be meaningful to reflect the tasks to be executed Selection by: numbers, letters, arrow keys, mouse combination (e.g. mouse plus accelerators) Often options hierarchically grouped sensible grouping is needed

Natural language Familiar to user speech recognition or typed natural language Problems vague ambiguous hard to do well!

Query interfaces Question/answer interfaces user led through interaction via series of questions suitable for novice users but restricted functionality 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 Sequential/suitable information structure obvious correction facilities

Spreadsheets first spreadsheet VISICALC, 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

Three dimensional interfaces virtual reality ‘ordinary’ window systems highlighting visual affordance indiscriminate use just confusing! 3D workspaces use for extra virtual space light and occlusion give depth distance effects flat buttons … click me! … or sculptured

… 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 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 objects in the interface often a window or action windows can be closed down (iconised) small representation fi many accessible windows icons can be many and various highly stylized realistic representations.

Pointers important component WIMP style relies on pointing and selecting things uses mouse, track pad, joystick, trackball, cursor keys or keyboard shortcuts wide variety of graphical images Relies on learnability and then cognition

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 pie menus - arranged in a circle easier to select item (larger target area) quicker (same distance to any option) … but not widely used!

Menus extras Cascading menus hierarchical menu structure menu selection opens new menu and so in ad infinitum 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 usually different !!!

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

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 check boxes – set of non-exclusive choices

Toolbars long lines of icons … … but what do they do? fast access to common actions often customizable: choose which toolbars to see choose what options are on it

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.

Q & A