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Understanding the Interaction Between Human and Computer

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Interaction styles vary extensively. From batch input to direct ... Haptic interfaces: Flatlands (PARC) Denim (Berkeley) Alternative Interpretations ... – PowerPoint PPT presentation

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Title: Understanding the Interaction Between Human and Computer


1
Understanding the Interaction Between Human and
Computer
2
Models of Interaction
  • Interaction styles vary extensively
  • From batch input to direct manipulation/virtual
    reality
  • Interaction involves 2 participants
  • Human and computer
  • Interface translates between them
  • Several models
  • Examine 2 execution evaluation cycle and
    interaction framework

3
Terms of Interaction
  • Some definitions
  • Domain An area of expertise and knowledge in
    some real-world activity
  • Tasks Operations that manipulate concepts in
    the domain
  • Goal Desired output from a task
  • Core language The computational attributes of
    the domain relative to the system state
  • Task language The psychological attributes of
    the domain relative to the user state.

4
Execution-Evaluation Cycle
  • 2 stages with 7 steps
  • Developed by Norman (1980)
  • Execution involves
  • Establishing a goal
  • Forming the intention
  • Creating the plan (i.e. a sequence of actions)
  • Executing the plan
  • Evaluation involves
  • Perceiving system state
  • Interpreting state
  • Evaluating state wrt goal/intention

5
Advantages/Disadvantages
  • Allows identification of gulfs of execution and
    gulfs of evaluation
  • Gulf of execution Difference between the users
    actions and actions allowed by system
  • Gulf of evaluation Difference between state of
    program and the expectation of user
  • Problems
  • Only considers system as far as interface
  • Focuses on users view of interaction
  • IMHO not really problems

6
Improving Interaction
  • Specific issues
  • Mode errors
  • Idea is to reduce the rigidity of interaction
  • Allow computer to vanish into background
  • Focus on work, not on interface

7
The Mode Problem
to make fun of a near fanatical campaign I have
waged for several years, a campaign to eliminate
modes from the face of the earth or at least
from the face of my computers display
screen Larry Tesler, Byte, 08/1981
  • Limit operations available
  • Force user to keep track of program state

8
Execution-Evaluation Cycle
  • 2 stages with 7 steps
  • Developed by Norman (1980)
  • Execution involves
  • Establishing a goal
  • Forming the intention
  • Creating the plan (i.e. a sequence of actions)
  • Executing the plan
  • Evaluation involves
  • Perceiving system state
  • Interpreting state
  • Evaluating state wrt goal/intention

9
Example Software IBM InkManager Pro.
10
Mode-Based Interaction
User Sets Mode
System Sets Edit Mode
System Sets Draw Mode
User selects object to edit
System indicates object to edit
User draws object
User selects edit operation
System displays object
User performs edit operation
System updates object on screen
11
Interaction with Paper
User Draws Strokes
Paper displays strokes
12
Solutions to Mode Problem
  • Haptic interfaces
  • Flatlands (PARC)
  • Denim (Berkeley)
  • Alternative Interpretations
  • ASSIST A Shrewd Sketch Interpretation
    Simulation Tool (MIT)

13
InkScribe Demo.
14
Solving the Mode Problem
User performs an action
System attempts To infer Users intent
Add draw object
Perform edit
Add object and Prompt user
15
InkScribe Reasoning Diagram
Select button showing
User pressed select
Select object
User Performs action
Selections exist
No selections
User operated on selections
User clicked somewhere else
User selected non-translate operation
Manipulate selections
Short path
Long path
Closed path
Set edit operation
Contains nothing
Contains objects
Nothing selected
On an object
De-select
Selections Exist
Not on an object
Show Select query
Add to selections
Selections exist
Add to selections
Add ink
De-select objects
Nothing selected
16
Results
  • Conducted a user trial
  • Seven users, approximately 40 minutes

Mode errors Preference
User 1 4 I
User 2 1 I
User 3 3 M
User 4 5 I
User 5 0 I
User 6 0 M
User 7 3 M
17
Execution-Evaluation Cycle
  • 2 stages with 7 steps
  • Developed by Norman (1980)
  • Execution involves
  • Establishing a goal
  • Forming the intention
  • Creating the plan (i.e. a sequence of actions)
  • Executing the plan
  • Evaluation involves
  • Perceiving system state
  • Interpreting state
  • Evaluating state wrt goal/intention

18
Whats Interesting
  • Normans interaction is very naïve
  • Execution involves
  • Establishing a goal
  • Forming the intention
  • Creating the plan (i.e. a sequence of actions)
  • Executing the plan
  • Evaluation involves
  • Perceiving system state
  • Interpreting state
  • Evaluating state wrt goal/intention
  • Can make use of to improve much about software
    applications

19
Interaction Framework
  • Extends Normans model
  • Includes system state explicitly
  • Four nodes
  • System, User, Input and Output
  • Each node has own language
  • System language core language
  • User language task language
  • Input and Output languages form the interface
  • Translates between core and task language

User Task Language
Articulation
Observation
I O
Performance
Presentation
System Core Language
20
Commentary
  • I like Execution-Evaluation framework for early
    stage design
  • Focuses on user and their view of the system.
  • At later stages in implementation, the
    Interaction Framework can be valuable
  • Forces you to think about all aspects of the
    interface
  • Forces you to consider what users want to
    accomplish and how to map
  • All these frameworks are also placed with a
    context

21
Frameworks and HCI
Social and Organizational Context
Screen Design O
Ergonomics User
System
Dialog Design I
22
Ergonomics/Human Factors and HCI
  • Arrangement of controls and displays
  • Functional, sequential, frequency
  • Physical environment of interaction
  • Where will system be used, how will it be used
  • Critical in control and operational settings
  • Health issues
  • Physical position, temperature, lighting, noise,
    time
  • Use of color
  • Human vision (coming up)

23
Recall What is HCI?
Taken from James Landays HCI slides
24
Interaction Styles A primer on dialog design
  • Command line interfaces
  • Menus
  • Natural language
  • Question/answer and query dialog
  • Form-fills and spreadsheets
  • WIMP
  • Point/click
  • 3-D interfaces
  • Tangible interfaces (later)

25
Dialog design continued Simple screen design
guidelines
  • Different information should be presented in
    different ways
  • Text left-aligned
  • Numbers aligned over decimal (to see magnitude
  • Entering information in forms and dialogs
  • Users are likely to read from left to right and
    top to bottom (depending on social context!)
  • Aesthetics and utility
  • Pretty ! good
  • Ugly ! bad
  • Pretty ! bad and Ugly ! good !!!!
  • Color -gt low contrast simple backgrounds (like
    mine!) are less distracting!
  • Counter concept Ignore content and just look at
    spacing of elements do related thinks seem
    grouped?
  • Many style guidelines out there
  • Microsoft has an extensive one probably good to
    pay attention to it
  • Affordance -gt things should suggest function by
    appearance
  • Affordances depend on users background
  • Localization/internationalization
  • A lot of style guidelines are for
    English/European languages bad for middle East
    and Asian languages

26
Some notes on interactivity
  • Interactivity involves the dynamics of the
    interaction
  • How it unfolds over time
  • Speech recognition is too poor to allow automatic
    transcription, but works for airline reservation
    system
  • The yes/no recognition
  • Modal dialog boxes block user (and can sometimes
    be really bad!)

27
Some notes on interactivity
28
Context of Interaction
  • Always remember that users work within a broader
    context
  • See contextual inquiry slides

29
Principles to Support Usability
  • Learnability
  • How easily can a user become skilled with
    interface?
  • Flexibility
  • How easily can a user adapt the interface to a
    task?
  • Robustness
  • How rare are errors and can a user recover?

30
Learnability
Principle Definition Principles
Predictability Can history guide future interaction? Operation visibility
Synthesizability Is effect of past operations visible? Immediate/ eventual honesty
Familiarity Knowledge and experience can be leveraged? Guessability Affordance
Generalizability Can extend skills within and across domains
Consistency Similar behavior in similar situations
31
Flexibility
Principle Definition Principles
Dialog initiative Can system dialog constraints be reduced/eliminated? System/User Pre-emptive
Multi-threading User can work with more than one task Concurrent vs. interleaving Multi-modality
Task migratability Task performed by user, by system, or shared Guessability Affordance
Substitutivity Values of input or output substituted
Customizability User or system can modify interface !!!
32
Robustness
Principle Definition Principles
Observability Can system state be easily evaluated from the screen? Operation visibility, Reachability, Defaults
Recoverability Ability to correct errors once recognized Reachability, Commensurate effort
Responsiveness User perception of rate of communication Stability
Task conformance Does system support all user tasks in a way that user understands Task completeness and adequacy
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