ICS 463, Intro to Human Computer Interaction Design: 10. Interaction and Windows Dan Suthers.

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Presentation transcript:

ICS 463, Intro to Human Computer Interaction Design: 10. Interaction and Windows Dan Suthers

Windowing Systems Application Windows Dialogues –A form of form –Modal versus modeless Windoids –Always on top

Pros of Window Systems Optimize use of limited display Coordinate multiple sources of info or multiple views on info Works well with direct manipulation Handled by the OS: –Application programmer doesn’t have to –Uniform look and behavior of window controls Non-advantage: signals contexts that have modal implications (why not avoid modes?)

Cons of Window Systems Information not visible –Harder to learn –Harder to find Requires more time –to manage windows –to learn management policies Window controls take space

Window Working Set The set of windows needed to carry out a task effectively If not all visible, time lost to window management Solutions: –Automatically open/arrange screen - a dangerous solution! –Workspaces (rooms), e.g., CDE - a good solution –Redesign task or interface to reduce working set

Window Components Title bar Application Area –Panes? Controls –Close –Minimize –Revert –Size –System menu –Scroll bars

Widgets Menus (various types discussed) Buttons Check boxes Radio buttons Sliders Gauges, dials Text fields

Examples of Dialogue Design Raskin examples

Managing Windows Focus: to where does input go? –Click to focus –Mouse to focus Focus Feedback –Focused window on top –Title bar/border/background change Organizing Multiple Windows –Iconification –Tiling –Overlapping Positioning new windows

Taxonomy of Interaction Styles Restricted –Question/Answer “Dialogue” –Menus –Forms Open –Commands –Natural Language –Direct Manipulation

Question/Answer “Dialogue” System asks, you reply Requires little space No user control –Guides novices –Frustrating for others Examples? –Unix passwd

Forms Fixed fields Great for data entry Need not watch screen: tab to next Importance of matching screen to –flow of information (does tab take you to the right field?) –paper artifacts in use

Menus Choice from fixed set Recognition rather than recall Design issues: –Invoking: static, pull-down, explicit pop- up, implicit pop-up –Representation: list, hierarchical, pie –Organization: categorical, lexical, by frequency (static, dynamic) –Using: Drag-Release versus Click-Click

Fitt’s Law Time to hit a target at distance D and of size S (in one dimension) t(milliseconds) = a + b log(D/S+1) Substantial empirical support –For estimates: a = 50 ms, b = 150 ms Windows versus Mac Menus –D may be greater for Mac –S also greater for Mac! Why? –Emprically faster on Mac

Pie Menu Example How does the Pie menu affect S? D? Spatial memory may also be enhanced

Hick’s Law Time to select from n equiprobable choices: t(milliseconds) = a + b log (n+1) Hierarchical versus Single Menus: –One menu of 8 or two menus of 4? a + b log(8) = a + 3b < 2(a + 2b) = 2(a + b log(4)) –Backed up with empirical studies

Commands Recall, not recognition Meaningful words easier to remember than –Keys or chords –Inconsistenly deleted vowels (Unix) Great for experts

Natural Language Easy Ambiguous and vague Speech vs. Typing Used in restricted domains

Direct Manipulation Definition: –Objects are visible –Act directly on objects –Actions are incremental, reversible

Direct Manipulation Advantages: –Easy to learn –Experts can work quickly –Immediate visual feedback on effects of actions –Less anxiety, more feeling of control –Visual interface helps you remember Disadvantages: –Complex or abstract tasks not supported well –More difficult to automate parameterized sequences of actions

The Gulfs of HCI Gulf of Execution: –Gap between users’ goals and means of achieving them –“How do I get it to do what I want to do?” Gulf of evaluation: –Gap between system’s behavior and users’ goals –“Did it do what I want to do?”

Bridging the Gulfs Gulf of Execution: –Users: reconceptualize your task in terms of system’s model –Designers: match input actions to users’ conceptualizations and operators Gulf of evaluation: –Users: adjust interpretation of system image –Designers: match output to users’ conceptualizations

Analyzing the Gulf Semantic Directness: does what the user wants to do match the meaning of the interface’s expressions Articulatory Directness: do the semantics of the expressions match sensory-motor aspects of their physical form? (Affordances and Mappings)

Miscellaneous Important Concepts Aoffordances Constraints Mappings Feedback

Comparison How much knowledge needed? How much flexibility? –Q–Question/Answer “Dialogue” –M–Menus –F–Forms –C–Commands –N–Natural Language –D–Direct Manipulation Hybrids support mixed types of users

Interaction Style Examples Word versus Emacs –Insert text –Copy region of text, paste elsewhere –Search for some text –Search and query-replace More on Menus –Organization of menus in common apps –Gallery: Art Department Web Site