Interaction - PowerPoint PPT Presentation

1 / 17
About This Presentation
Title:

Interaction

Description:

how the system responds. Interaction is a key differences ... Touchpad. Eyegaze. Gesture. Head Mounted Display. Output:- Screens text, images, 3D images ... – PowerPoint PPT presentation

Number of Views:28
Avg rating:3.0/5.0
Slides: 18
Provided by: peter138
Category:

less

Transcript and Presenter's Notes

Title: Interaction


1
Interaction
  • Interaction concerns
  • how the user communicates with the system,
  • how the system responds
  • Interaction is a key differences between
    computers and other artefacts
  • Consider communication between people
  • Different styles
  • giving orders
  • consolation
  • telling off.
  • Throw in a few artefacts, devices e.g., phones,
    letters.
  • Interaction devices and styles are not inherently
    superior to others
  • As with many issues in HCI will represent a
    trade-off
  • Device.
  • Cost.
  • Context.

2
Input/Output devices
  • Input-
  • Keyboard, including chord
  • Speech
  • Handwriting
  • Scanner
  • Mouse,Trackball, Joystick
  • Touch screen
  • Light pen
  • Digitizing tablet
  • Touchpad
  • Eyegaze
  • Gesture
  • Head Mounted Display
  • Output-
  • Screens text, images, 3D images
  • Audio - sound, voice

3
Interaction Styles
  • 3 categories, eight styles
  • Key-modal
  • Menu-based interaction
  • Question-and-answer
  • Function-key interaction
  • Voice-based
  • Direct Manipulation
  • Graphical direct manipulation
  • Forms fill-in
  • Linguistic
  • Command-line interaction
  • Text-based natural language

4
Interaction Styles
  • Direct Manipulation
  • Objects displayed on screen
  • Actions are applicable to the objects
  • User can manipulate each independently
  • Less constraints
  • Examples include
  • Typical desktop
  • Spreadsheets

5
Graphical Direct Manipulation
  • Direct manipulation
  • From batch input we have moved to highly
    interactive means of communication such as direct
    manipulation (DM), and VR.
  • In these contexts the user is constantly
    providing instruction and receiving feedback on
    the status of those instructions.
  • Rapid feedback is a fundamental feature of DM.
  • Shneiderman coined the phrase in 1982 and
    describes its features as
  • visibility of the objects of interest
  • incremental action at the interface with rapid
    feedback
  • reversibility of all actions, to allow
    exploration without penalty
  • syntactic correctness of all actions, so that
    every user action is a legal operation
  • replacement of complex command languages with
    actions to manipulate directly the visible
    objects.
  • First commercially successful DM UI developed by
    Macintosh.
  • Pre-dated by Xerox Star.

6
Interaction Styles
  • How many user interfaces blend styles
  • Word uses function keys
  • Speech input is becoming more common.
  • Windowing systems use menus.
  • Also applications within applications.
  • E.g., web based applications.
  • Design constraints. Fit to task
  • E.g., walk up and use.
  • Low bandwidth display, e.g., command line.
  • Cognitive Considerations

7
Model of interaction.
  • Traditionally models in cognitive science.
  • Norman (1986) developed a theory of cognitive
    action
  • Can be used to approximate stages of cognitive
    activity when interacting with the environment. a
    seven stage cycle of action
  • Establishing the goal to be achieved
  • Forming the intention to achieve a goal
  • Specifying action sequence(s)
  • Executing the action sequence(s)
  • Perceiving the state of the system
  • Interpreting the state
  • Evaluation of system state against respect to
    goals and intentions.

8
Gulfs
  • Gulf of execution
  • Knowing what you want to do.
  • Knowing how to do it.
  • Intention generation.
  • Action specification.
  • Interface mechanism.
  • Gulf of evaluation.
  • Comparison of goals with the state of the system
    or environment.
  • Interface display.
  • Interpretation.
  • Evaluation.

9
The cycle
10
Supplementary notesPrinciples
  • Gould and Lewis (1985)
  • Early and continual Focus on Users and Tasks.
  • close commitment to understanding what users do
    in the course of their task, role, and job
    performance.
  • Integrated Design.
  • greater communication between designers, human
    factors staff, technical writers etc.
  • not a compartmentalisation of roles within
    development.
  • For human factors staff it entails becoming more
    involved in the design process rather than simply
    assessing completed systems.
  • HF staff should develop a deeper understanding of
    the constraints that developers face.
  • For designers it entails a willingness to accept
    human factors input at all stages and to attempt
    to understand their concerns and motivations.

11
Principles, Dix
  • Three principles
  • Learnability
  • the ease with which new users can begin effective
    interaction and achieve maximal performance
  • Flexibility
  • the multiplicity of ways the user and system
    exchange info.
  • Robustness
  • the level of support provided the user in
    determining successful achievement and assessment
    of goals.

12
Learnability
  • Predictability
  • determining effect of future actions based on
    past interaction history
  • Synthesizability
  • assessing the effect of past actions
  • immediate vs. eventual honesty
  • Familiarity
  • how prior knowledge applies to new system
  • guessability affordance
  • Generalizability
  • extending specific interaction knowledge to new
    situations
  • Consistency
  • likeness in input/output behaviour arising from
    similar situations or task objectives

13
Flexibility
  • Dialogue initiative
  • freedom from system imposed constraints on input
    dialogue
  • system vs. user pre-emptiveness
  • Multithreading
  • ability of system to support user interaction for
    more than one task at a time
  • concurrent vs. interleaving multimodality
  • Task migratability
  • passing responsibility for task execution between
    user and system
  • Substitutivity
  • allowing equivalent values of input and output to
    be substituted for each other
  • representation multiplicity equal opportunity
  • Customizability
  • modifiability of the user interface by user
    (adaptability) or system (adaptivity)

14
Robustness
  • Observability
  • ability of user to evaluate the internal state of
    the system from its perceivable representation
  • browsability defaults reachability
    persistence operation visibility
  • Recoverability
  • ability of user to take corrective action once an
    error has been recognized
  • reachability forward/backward recovery
    commensurate effort
  • Responsiveness
  • how the user perceives the rate of communication
    with the system
  • Stability
  • Task conformance
  • degree to which system services support all of
    the user's tasks
  • task completeness task adequacy

15
Heuristics, Guidelines and Principles
  • Heuristics
  • Often useful.
  • Solve a specific problem.
  • Symptomatic of a craft based approach to design.
  • Try something, if it works use again.
  • If it doesnt discard or reformulate.
  • Example.
  • To ensure that information in the computer is
    what the user thinks it is, try using only one
    mode.

16
Heuristics, Guidelines and Principles
  • Guidelines.
  • Serve as normative procedure for designing
    aspects of the restricted interface elements.
  • Newman and Lamming (1995) see them as packaged
    research
  • Guidelines cannot guarantee their application
    will results in increased performance.
  • Entails that we still have perform usability
    testing.

17
Heuristics, Guidelines and Principles
  • Principles should have
  • Theoretical basis
  • Predictive
  • Prescriptive
  • Validated
  • Scoped
  • Relevant
Write a Comment
User Comments (0)
About PowerShow.com