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Interaction%20Objects%20

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bad joke, web toy, cut-out mask. click and bang. 34. Designing experience. virtual crackers ... dressing up paper hat mask to cut out. Experienced effects ... – PowerPoint PPT presentation

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Title: Interaction%20Objects%20


1
Interaction Objects Styles
  • We will cover chapter 3 from the reference as
    well as sections 3.5 3.6 from the text but
    quickly selectively since this is 6620 material
    so you should read these chapter and sections
    fully.

2
Review Donald Normans model
  • 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
  • Normans model concentrates on users view of the
    interface

3
Traditional Interaction Styles
  • Command Line
  • Menus buttons
  • Query dialogues
  • Forms and spreadsheets
  • Boxes
  • Touch screens
  • WIMP Windows, Icons, Menus Pointing

4
Review Abowd and Beale framework
  • extension of Norman
  • their interaction framework has 4 parts
  • user
  • input
  • system
  • output
  • each has its own unique languageinteraction ?
    translation between languages
  • problems in interaction problems in
    translation

5
Command Line
  • Typed commands, function keys, macros associated
    with keys, etc.
  • Articulation difficult Performance easy
    Presentation usually non-existent Observation
    impossible (without a GUI)!

6
Command Line
  • Advantages Suitable for repetitive tasks
    Flexible Expressive (direct access to system
    functionality) Ideal for experts (KB shortcuts).
  • Disadvantages Hard to learn and remember for
    novices Inconsistent syntax.

7
Menus
  • Advantages
  • Set of options displayed on the screen
  • Interaction depends on recognition easy to use
  • Command provided in context (graphical menus)
  • Disadvantages
  • Uses up screen real estate
  • Bad design can make menus hard to use
  • Potential to loose context (text-based menus)

8
Menu Types
  • Cascading (hierarchical)
  • Contextual (dynamic)
  • Embedded
  • Menu bars
  • Option, toggle
  • Pie, rectangular
  • Pop-up
  • Pull-down
  • See ref. Ch. 3 for more

9
Buttons
  • individual and isolated regions within a display
    that can be selected to invoke an action
  • Push-button
  • Radio-button set of mutually exclusive choices
  • Check-button set of non-exclusive choices
  • Button palette
  • interaction has several modes like insert mode
    in vi, problem cause when you dont know what
    mode you are in
  • Palette makes set of modes and active mode
    visible to user

10
Menus
  • Design guidelines
  • Meaningful menu/button names
  • Allow multiple selection choices (KB, mouse)
  • Sensible order of items
  • Sensible groupings of items
  • Sensible hierarchical organization
  • Provide KB acceleration
  • Thinking assignment
  • come up with good and bad examples

11
Query Style
  • Advantages
  • User is led through questions Good for novices
  • Suitable for command-line interfaces (use form
    fill if GUI is available)
  • Disadvantages
  • Restricted functionality
  • Frustrating for experts (lack of control)
  • Difficult to undo
  • Loose context
  • Sophisticated query languages (e.g. SQL)
    difficult to learn

12
Forms Spreadsheets
  • Forms vs. Spreadsheets
  • Consistency maintenance by constraint
    satisfaction
  • Advantages
  • Excellent for data-entry
  • Easily learnable usable as it mimics paper
    forms
  • Preserves context
  • Flexible filling
  • Ease of correction
  • Disadvantage
  • screen real estate

13
Forms Spreadsheets
  • Design guidelines
  • Use good design/layout
  • aesthetically pleasing
  • easy to navigate
  • Make error correction easy

14
Boxes
  • A box is a rectangular screen area, usually a
    separate window, for messages, text entry,
    commands, selection and user control

15
Types of Boxes
  • List
  • A scrollable sequence of user choices that appear
    in a separate window
  • Entry
  • A separate window for free form text entry
  • Message
  • A window for system feedback to the user, with
    limited user input options
  • Dialog
  • A composite interaction object that mixes
    interaction styles and separates out a subtask

16
WIMP
  • Windows, Icons, Menus Pointers
  • Windows, Icons, Mouse Pull-down menus
  • Most common interaction style of today
  • Unlikely to be so in future due to trends like
    the move toward small handheld devices and
    pervasive computing.

17
Windows
  • Delineated areas of screen that behave like
    independent terminals
  • designated areas scroll, title, status etc
  • contain text and graphics
  • primary operations move, resize, minimize,
    maximize, open, close
  • Primary and secondary windows

18
Windows
  • Tiled or cascading windows
  • Design guidelines
  • Dont overuse
  • Consistent appearance and behaviors within task
  • Different windows for different independent tasks

19
Icons
  • An icon is a visual image (an earcon is an
    auditory image) that represents an object that
    the user can access and manipulate.
  • Some icons are easily recognizable, others
    require a user to learn the association between
    the object and its representation. (see p.147 for
    some examples).
  • Icons should provide affordance.

20
Pointers
  • Input device mouse, trackball,arrow keys...
  • Input representation cursor
  • Cursor hotspot
  • Using a cursor to convey information
  • indicate mode
  • suggest next action
  • inform about system activity

21
Menus
  • Already discussed.
  • In WIMP the term menu is used broadly, to include
    various kinds of menus, buttons, palettes,
    toolbars, boxes, etc.
  • These are together called widgets.
  • Particular styles for these widgets and the way
    they behave make up the look and feel of a WIMP
    interface.

22
Advanced Interaction Styles
  • Gesture Recognition
  • 3D Interfaces/Virtual Reality
  • Information Visualization
  • Speech Recognition Generation
  • Tangible Interfaces
  • These are all suitable research topics for your
    report/presentation project

23
Three dimensional interfaces
  • virtual reality
  • ordinary window systems
  • highlighting
  • visual affordance
  • indiscriminate usejust confusing!
  • 3D workspaces
  • use for extra virtual space
  • light and occlusion give depth
  • distance effects

flat buttons
click me!
or sculptured
24
interactivity
  • easy to focus on look
  • what about feel?

25
Speechdriven interfaces
  • rapidly improving but still inaccurate
  • how to have robust dialogue? interaction of
    course!
  • e.g. airline reservation reliable yes and
    no system reflects back its
    understanding you want a ticket from New York
    to Boston?

26
Look and feel
  • WIMP systems have the same elements windows,
    icons., menus, pointers, buttons, etc.
  • but different window systems behave
    differently
  • e.g. MacOS vs Windows menus
  • appearance behaviour look and feel

27
Initiative
  • who has the initiative? old questionanswer
    computer WIMP interface user
  • WIMP exceptions pre-emptive parts of the
    interface
  • modal dialog boxes
  • come and wont go away!
  • good for errors, essential steps
  • but use with care

28
Error and repair
  • cant always avoid errors but we can put
    them right
  • make it easy to detect errors then the user
    can repair them
  • hello, this is the Go Faster booking system
  • what would you like?
  • (user) I want to fly from New York to London
  • you want a ticket from New York to Boston
  • (user) no
  • sorry, please confirm one at a time
  • do you want to fly from New York
  • (user) yes

29
Context
  • Interaction affected by social and organizational
    context
  • other people
  • desire to impress, competition, fear of failure
  • motivation
  • fear, allegiance, ambition, self-satisfaction
  • inadequate systems
  • cause frustration and lack of motivation

30
Experience, engagement and fun
  • designing experience
  • physical engagement
  • managing value

31
Experience?
  • home, entertainment, shopping
  • not enough that people can use a system
  • they must want to use it!
  • psychology of experience
  • flow (Csikszentimihalyi) (for examples see week 4
    Resources)
  • balance between anxiety and boredom
  • education
  • zone of proximal development
  • things you can just do with help
  • wider ...
  • literary analysis, film studies, drama

32
Designing experience
  • real crackers
  • cheap and cheerful!
  • bad joke, plastic toy, paper hat
  • pull and bang

33
Designing experience
  • virtual crackers
  • cheap and cheerful
  • bad joke, web toy, cut-out mask
  • click and bang

34
Designing experience
  • virtual crackers
  • cheap and cheerful
  • bad joke, web toy, cut-out mask
  • click and bang

35
how crackers work
36
The crackers experience
  • real cracker virtual cracker
  • Surface elements
  • design cheap and cheerful simple page/graphics
  • play plastic toy and joke web toy and joke
  • dressing up paper hat mask to cut out
  • Experienced effects
  • shared offered to another sent by email message
  • co-experience pulled together sender can't see
    content until opened by recipient
  • excitement cultural connotations recruited
    expectation
  • hiddenness contents inside first page - no
    contents
  • suspense pulling cracker slow ... page change
  • surprise bang (when it works) WAV file (when it
    works)

37
General lesson
  • if you want someone to do something
  • make it easy for them!
  • understand users values
  • banking example p154

38
Reading Assignments
  • Complete Chapter 3
  • 3.7 An interesting discussion of graphic design
  • 3.8 Interactivity - Note the notion of
    pre-empting the user and what modal dialog
    boxes do
  • 3.9 Social and organizational context of
    interaction motivation, privacy, etc
  • 3.10 Chapter summary
  • Chapter 4
  • A Historical and Intellectual Perspective

39
Exam 1
  • Friday Feb 18th in class
  • Multiple choice or short answer questions on
    concepts and applications of concepts
  • Closed text, reference, papers, slides, notes
    etc.
  • Coverage Lecture slides, reading assignments
    from text reference, papers
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