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from http://wps.aw.com/aw_shneider_dtui_7, 8
Menu Selection, Form Fillin, Dialog Boxes (Shneiderman and Plaisant Ch. 6) Interaction – Schema and Techniques (Dix et al., Ch. 3) from 8
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Overview What and why “frameworks (or theories) of interaction”
The big picture (again) - This time according to Dix et al. Will compare Dix et al.’s “big picture” to others a bit, Shneiderman, Norman As students, viewing alternative accounts useful Overview of interaction styles … according to Dix et al. Command line, menus, …, WIMP, … “Look and feel” Some interaction style details: “Theory, principles, and (especially) guidelines” Menus, form fillin
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About Interaction (cf. Dix et al., ch. 3)
About Dix et al. … Recall, Dix et al. book a bit of a standard for graduate HCI courses And a British book at that Notion of interaction (again) Interaction frameworks/schemas/accounts Ergonomics Or, human factors Interaction styles Command language, menus, direct manipulation Context of interaction – social and organizational
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Interaction “Frameworks”
Task “work on task” “commands” System User “gives” “performs” “feedback” Interaction: Communication between user and system Why have a framework? … or schema, or acccount Recall Hutchins, Norman, et al. (next slide) Allows “precision” in: Explanation Accounting for differences E.g., gulfs of execution and evaluation Detailing of ui elements Presents global view All elements receive attention System Model Interface User
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Norman’s Account (from Hutchins, Hollan, and Norman paper)
Concentrates on user’s view of interface (Norman’s) Stages: user establishes goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal Some systems harder to use than others Gulf of Execution user’s formulation of actions actions allowed by the system Gulf of Evaluation user’s expectation of changed system state actual presentation of this state
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Interaction Frameworks, Dix et al.
Dix et al. from Abowd and Beale This interaction framework has 4 parts, as shown in figure at right user input system output Each has its own unique “language” interaction translation between languages problems in interaction = problems in translation Sound familiar …
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Interaction Frameworks, 2
User intentions translated into actions at the interface translated into alterations of system state reflected in the output display interpreted by the user General framework for understanding interaction not restricted to computer systems E.g., opening door identifies all major components involved in interaction allows comparative assessment of systems an abstraction intentions state interpreted
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Two Schemata E.g., start at “u = user (intentions)” intentions state
interpreted
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BTW – “Ergonomics” (though touched on earlier)
Study of the physical characteristics of interaction Also known as “human factors” Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems 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 user health issues e.g., physical position ), lighting, noise, environmental conditions (temperature, humidity Use of color e.g., use of red for warning, green for ok, awareness of color-blindness etc.
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Recall, Interaction Styles As provided by Shneiderman – will see Dix et al.’s take next
A basic element of design – By what method (or style) does user interact with system 5 main interaction styles Each with advantages and disadvantages – and such tradeoffs what design all about! Direct Manipulation Menu selection Form fillin Command language Natural language Usually blend, especially when users are diverse
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Interaction Styles, Dix et al.
Again, interaction: dialog between computer and user Task “work on task” “commands” System User “gives” “performs” “feedback” Shneiderman Command language Menu selection Form fillin Natural language Direct Manipulation Dix et al. Command line interface Menus Form-fills (and spreadsheets) Natural language Dialog boxes Question/answer and query “WIMP” – what is this?
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Command Line Interfaces (Dix et al., briefly)
Way of expressing instructions to computer directly Using 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 (shell) Recall, user intentions translated into actions at interface translated into alterations system state reflected in the output display interpreted by user Are gulfs likely to be large or small? Paradigm example last time
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Menus (much as Shneiderman, more later)
Set of options displayed on screen Options visible less recall - easier to use rely on recognition, so names should be meaningful Less cognitive effort Selected by using mouse, numeric or alphabetic keys Menu organization important often options hierarchically grouped organization relevant to task and use organization much studied E.g., alphabetical vs. task organization Menu systems can be (more later): purely text based, with options presented as numbered choices graphical selected by arrow keys graphical selected by mouse combination (e.g. mouse plus accelerators) “Restricted form” (or part) of full WIMP system
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Natural Language (as Shneiderman)
Familiar to user Use speech recognition or typed natural language Problems: Vague Ambiguous Hard to do well Solutions • try to understand a subset • pick on key words … and “promise of the future …”
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Query Interfaces (from Dix et al.)
“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
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Form-Fillin (as Shneiderman)
Primarily for data entry or data retrieval Screen like paper form Data put in relevant place Requires good design obvious correction facilities
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Spreadsheets (Separated as an interaction style)
First spreadsheet VISICALC first followed by Lotus 1-2-3 MS Excel most common today Sophisticated variation of form-fillin 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
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WIMP Interface (Dix et al. separate)
Windows Icons Menus (or Mice) Pointers (or Pull-down menus) Default style for majority of interactive computer systems Recall, Xerox Alto Name not as clever as once was
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WIMP “Look and Feel” Lots of things user can interact when using “direct manipulation” ifs.: Main WIMP components windows, menus, icons Buttons Dialogue boxes … Collectively, these elements known as widgets “Window gadgets” appearance + behavior = look and feel Wikipedia: “… aspects of its design, including elements such as colors, shapes, layout, and typefaces (the "look"), as well as the behavior of dynamic elements such as buttons, boxes, and menus (the "feel").”
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More Widgets (or interface elements) (… as seen in QT)
All familiar from personal use … E.g., 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 E.g., Dialog 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
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Social and Organizational Context
Interaction affected by social and organizational context Other people - desire to impress, competition, fear of failure Motivation - fear, allegiance, ambition, self-satisfaction Note: Inadequate systems cause frustration and lack of motivation
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Menu Design Details
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Menu Design Details, 1 Again, menus one “interaction style”
i.e., a way in which user can “tell the system what to do” Advantage (vs. e.g., command line) that range of “commands” is all available Though, of course, are not all displayed at once As noted, allows recognition vs. recall Enhances usability for novice or infrequent users Vs. direct manipulation Which uses “model world” to represent system Advantages Possibly faster for expert users (as is command line) Can structure task Disadvantages Lack of feedback of change in system state Little metaphoric assistance in understanding task
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Menu Design Details, 2 As with any interaction style, need consider design issues such as: Task-related organization Phrasing of items Sequence of items Graphic layout and design Shortcuts for knowledgeable frequent users Online help Error correction Selection mechanisms Keyboard, pointing device, touchscreen, voice, etc. Will look at: Meaningful organization of menus Menu techniques Single menus, combinations of multiple menus, etc. Menu content Fast movement through menu selection
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BTW, Old School Menu Design (UTPA, circa as late as 2006)
“Glass teletype” Principle university database access Top level – menu Next - query with form fillin (not shown) Finally, query results
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Task-Related Menu Organization (important ideas …)
Shneiderman: "The primary goal for menu, form-fillin, and dialog-box designers is to create a sensible, comprehensible, memorable, and convenient organization relevant to the user's task.“ Menu organization provides a structuring of choices Also, revealing system and command structure through organization Hierarchies / tree structures “Natural” for taxonomies Ubiquitous Powerful in organizing - log levels Natural for menus Single, etc. E.g., WWW a cyclic network Organization studied, e.g., alphabetical vs. frequency organization Results: “it depends”
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Single Menu Types, 1 Binary Menus Multiple-item Menus
E.g., radio buttons, check boxes Multiple-item Menus Multiple-selection menus or check boxes Pull-down menus (right) Always available by making selections on a top menu bar Cascading pull-down menus at right Key board shortcuts
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Single Menu Types, 2 Toolbars and pallettes Iconic menus (bottom)
Offers actions on a displayed object Iconic menus (bottom) Also, pie menu Pop-up menus Appear on a display in response to a check or tap with a pointing device.
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Single Menu Types – For Long Lists (and other arcane ideas …)
Menus for long lists Scrolling menus Display first portion of menu and an additional menu item, typically an arrow that leads to next set of items in menu sequence Demos: Combo boxes combine scrolling menu with a text-entry field Sliders and alphasliders Slider allows the selection of a value “Alphaslider uses multiple levels of granularity in moving slider thumb and can support tens or hundreds of thousand of items.”
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Single Menu Types – Fisheye
Fisheye menus display all of the menu items on screen at once, but show only items near cursor at full size. Demos Java Flash
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Single Menu Types – 2-Dimen
Menus for long lists Think fast food … Two-dimensional menus “Fast and vast” Give users a good overview of choices Reduce the number of required actions Allow rapid selection
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Single Menu Types - Embedded
Embedded menus and hotlinks Alternative to explicit menus Natural to allow users reading about people, events, and places to retrieve detailed information by selecting menus in context
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FYI - Combination of Multiple Menus
Linear menu sequences and simultaneous menus Linear Guide the user through complex decision-making process. E.g., install Effective for novice users performing simple tasks Simultaneous Present multiple active menus at the same time and allows users to enter choices in any order Tree-structured menus Designers can form categories of similar items to create a tree structure E.g., fonts, size style, spacing Fast retrieved if natural and comprehensive Use terminology from the task domain Expanding menus maintain the full context of each choice E.g., Windows Explorer Menu Maps E.g., site map Menu maps can help users stay oriented in a large menu tree Effective for providing overviews to minimize user disorientation. Acyclic and Cyclic Networks Useful for social relationships transportation routing scientific-journal citations Can cause confusion and disorientation.
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Content Organization for Menus Shneiderman guidelines
Task “work on task” “commands” System User “gives” “performs” “feedback” “Meaningful” grouping and sequencing of menu items important in effectiveness Want menu structure and items to map well to task A “guidelines” approach Shneiderman:
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Content Organization - Detail Shneiderman
Task-related grouping in tree organization Create groups of logically similar items Form groups that cover all possibilities Make sure that items are nonoverlapping Use familiar terminology, but ensure that items are distinct from one another Item Presentation Sequence - Order of items is important Should consider natural sequence, as possible: Time Numeric ordering Physical properties When cases have no task-related orderings, designer must choose from such possibilities such as: Alphabetic sequence of terms Grouping of related items Most frequently used items first Most important items first
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FYI - Content Organization – Menu Layout, 1
Titles For single menus, use a simple descriptive title. For tree-structured menus, use the exact same words in the higher-level menu items as in titles for next lower-level menu. E.g. if a menu item is called Business and Financial Services, next screen should have that phrase as its title. Phrasing of menu items Use familiar and consistent terminology Ensure that items are distinct from one another Use consistent and concise phrasing Bring the keyword to the left Graphic layout and design Constraints screen width and length display rate character set highlighting techniques Guidelines from Shneiderman
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FYI - Content Organization – Menu Layout, 2
Establish guidelines for consistency of at least these menu components: Titles Item placement Instructions Error messages Status reports Techniques Indentation Upper/lower case characters Symbols such as * or - to create separators or outlines Position markers Cascading or walking menus Magic lens Guidelines from Shneiderman
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Finally, Fast Movement Through Menus
Know (and accommodate) thy user) E.g., keyboard shortcuts Supports expert use But, can make translation to a foreign language more difficult Bookmarks in browsers User configured toolbars
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Data Entry Design Details
Menu item effective for choosing item from list, but there’s more … Textual input in particular
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Data Entry Design Details
Menu item effective for choosing item from list, but there’s more … Textual input in particular Form fill-in Set of text input boxes Format can be constrained, e.g., mm/dd/yyyy Dialog box Limited data entry coupled with menu selection Often a standardized element with guidelines
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and, Data Entry with Form Fillin
Appropriate when many fields of data must be entered: Full complement of information visible to user Display resembles familiar paper forms Few instructions are required for many types of entries Users must be familiar with: Keyboards Use of TAB key or mouse to move cursor Error correction methods Field-label meanings Permissible field contents Use of the ENTER and/or RETURN key
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Data Entry with Form Fillin (FYI, more guidelines)
Form-Fillin Design Guidelines Meaningful title Comprehensible instructions Logical grouping and sequencing of fields Visually appealing layout of the form Familiar field labels Consistent terminology and abbreviations Visible space and boundaries for data-entry fields Convenient cursor movement Error correction for individual characters and entire fields Error prevention Error messages for unacceptable values Optional fields clearly marked Explanatory messages for fields Completion signal Format-specific field Coded fields Telephone numbers Social-security numbers Times Dates Dollar amounts (or other currency)
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Data Entry with Dialog Boxes (FYI - more guidelines)
Combination of menu and form-fillin techniques, as Google example Internal layout guidelines: Meaningful title, consistent style Top-left to bottom-right sequencing Clustering and emphasis Consistent layouts (margins, grid, white space, lines, boxes) Consistent terminology, fonts, capitalization, justification Standard buttons (OK, Cancel) Error prevention by direct manipulation External Relationship : Smooth appearance and disappearance Distinguishable but small boundary Size small enough to reduce overlap problems Display close to appropriate items No overlap of required items Easy to make disappear Clear how to complete/cancel
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Novel Menu Designs (Finally, Finally)
Novel designs combining menus and direct manipulation Pie menus Allows “walking out” for selection Control menus When pointer reaches some point, command is issued Marking menus Release of pointing device issues command Flow menus Return to central rest area triggers selection and allows further choice Toolglass Two hands, e.g., tool palette and tool use
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End http://graphics.cs.columbia.edu/courses/csw4170/syllabus-15f.htm
Feiner course with text
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