Note - 04 - Dimensions of Interface Variability
Note - 04 - Dimensions of Interface Variability
PART 1
Introduction
Positive feelings associated with good user
interfaces:
Mastery of the interface
Competence in performing tasks
Ease in learning the system originally and in assimilating
advanced features
Confidence in the capacity to retain mastery over time
Enjoyment in using the system
Eagerness to show the system off to novices
Desire to explore more powerful aspects of the system
Examples of
Direct-Manipulation Systems
Command line vs. display editors and word processors
Training times with display editors are much less than line editors
Line editors are generally more flexible and powerful
The advances of WYSIWYG word processors:
Display a full page of text
Display of the document in the form that it will appear when the final
printing is done
Show cursor action
Control cursor motion through physically obvious and intuitively
natural means
Use of labeled icon for actions
Display of the results of an action immediately
Provide rapid response and display
Offer easily reversible actions
Examples of
Direct-Manipulation Systems: WYSIWYG
word processing
Examples of
Direct-Manipulation Systems (cont.)
Technologies that derive from the word processor:
Integration
Desktop publication software
Slide-presentation software
Hypermedia environments
Improved macro facilities
Spell checker and thesaurus
Grammar checkers
Examples of
Direct-Manipulation Systems (cont.)
The VisiCalc spreadsheet and its descendants
VisiCalc users delighted in watching the program propagate
changes across the screen.
In some cases, spatial representations provide a better model
of reality
Successful spatial data-management systems depend on
choosing appropriate:
Icons
Graphical representations
Natural and comprehensible data layouts
Examples of
Direct-Manipulation Systems (cont.):
spreadsheet
Examples of
Direct-Manipulation Systems (cont.)
spatial data management
Examples of
Direct-Manipulation Systems (cont.)
Video games
Nintendo Wii, Sony PlayStation, and Microsoft Xbox
Field of action is visual and compelling
Commands are physical actions whose results are immediately shown on
the screen
No syntax to remember
Most games continuously display a score
Direct manipulation in SimSity
Second Life virtual world
Spore
Myst well received
DOOM and Quake controversial
Examples of
Direct-Manipulation Systems (cont.)
Guitar Hero video game
Examples of
Direct-Manipulation Systems (cont.)
Computer-aided design
Office automation
Continuing Evolution of
Direct-Manipulation Systems
Direct-Manipulation interfaces are being used in a wide range of applications,
e.g. management dashboard for a retail store
Continuing evolution of
Direct-Manipulation Systems (cont.)
Discussion of
Direct Manipulation
Problems with direct manipulation
Spatial or visual representations can be too spread out
High-level flowcharts and database-schema can become
confusing
Designs may force valuable information off of the screen
Users must learn the graphical representations
The visual representation may be misleading
Typing commands with the keyboard may be faster
Principles of
Direct Manipulation
1. Continuous representations of the objects and
actions of interest with meaningful visual
metaphors.
2. Physical actions or presses of labeled buttons,
instead of complex syntax.
3. Rapid, incremental, reversible actions whose effects
on the objects of interest are visible immediately.
Interface-Building Tools
Visual Thinking and Icons
3D Interfaces
Pure 3D interfaces have strong utility in some contexts, e.g.,
medical, product design. In other situations, more
constrained interaction may actually be preferable to simplify
interactions.
3D Interfaces (cont.)
3D Interfaces (cont.)
Features for effective 3D
3D Interfaces (cont.)
Guidelines for inclusion of enhanced 3D features:
Provide overviews so users can see the big picture
Allow teleoperation
Offer X-ray vision so users can see into or beyond objects.
Provide history keeping
Permit rich user actions on objects
Enable remote collaboration
Give users control over explanatory text and let users
select for details on demand.
Offer tools to select, mark, and measure.
3D Interfaces (cont.)
Guidelines for inclusion of enhanced 3D features
(cont.):
Implement dynamic queries to rapidly filter out unneeded
items.
Support semantic zooming and movement
Enable landmarks to show themselves even at a distance
Allow multiple coordinated views
Develop novel 3D icons to represent concepts that are
more recognizable and memorable.
Teleoperation
Two parents: direct manipulation in personal computers
and process control in complex environments
Physical operation is remote
Complicating factors in the architecture of remote
environments:
Time delays
transmission delays
operation delays
Incomplete feedback
Feedback from multiple sources
Unanticipated interferences
Virtual and
Augmented Reality
Virtual reality breaks the physical limitations of space and
allow users to act as though they were somewhere else
Augmented reality shows the real world with an overlay of
additional overlay
Situational awareness shows information about the real world
that surrounds you by tracking your movements in a computer
model
Augmented reality is an important variant
Enables users to see the real world with an overlay of
additional interaction.
Virtual and
Augmented Reality (cont.)
Successful virtual environments depend on the
smooth integration of:
Visual Display
Head position sensing
Hand-position sensing
Force feedback
Sound input and output
Other sensations
Cooperative and competitive virtual reality
Impact of this
technology in our everyday lives
PART 2
Task-Related
Organization
"The primary goal for menu, form fill-in, and
dialog-box designers is to create a sensible,
comprehensible, memorable, and convenient
organization relevant to the user's task."
Single Menus
Binary Menus
Mnemonic letters
Radio Buttons
Button Choice
3. What is your marital status?
o Single
o Married
o Widowed/divorced/separated
To see updates from friends, photos and feeds, the Zumobi Ziibii interface
(http://www.zumobi.com) allows users to choose between two styles of presentation.
On the left is a static list of text/image items with a gestural swipe used to control
paging, and on the right is a dynamic scrolling ticker (called River) which
horizontally scrolls titles and images across the screen.
Combination of
Multiple Menus
Linear menu sequences and simultaneous menus
Linear
Guide the user through complex decision-making
process.
E.g. cue cards or "Wizards"
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
Combination of
Multiple Menus (cont.)
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
Combination of
Multiple Menus (cont.)
Menu Maps
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.
Content Organization
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
Keyboard shortcuts
Supports expert use
Can make translation to a foreign language more difficult
Bookmarks in browsers
User configured toolbars
Format-specific field
Coded fields
Telephone numbers
Social-security numbers
Times
Dates
Dollar amounts (or other currency)
Telephone menus use soft keys to present context-dependent menu items. The
convention used here is to consistently place selections on the left side and back
or exit options on the right side. Hard buttons control the connect and disconnect
functions. Dedicated buttons facilitate scrolling through lists. The current position in
the list is indicated on the right side of the screen.
PART 3
Basic Goals
of Language Design
Precision
Compactness
Ease in writing and reading
Speed in learning
Simplicity to reduce errors
Ease of retention over time
Higher-Level
Goals of Language Design
Close correspondence between reality and the
notation
Convenience in carrying out manipulations relevant
to user's tasks
Compatibility with existing notations
Flexibility to accommodate novice and expert users
Expressiveness to encourage creativity
Visual appeal
Functionality to
Support Users Tasks
Users do wide range of work:
text editing
electronic mail
financial management
airline or hotel reservations
inventory
manufacturing process control
gaming
Functionality to
Support Users Tasks (cont.)
Designers should
determine functionality of the system by studying users' task domain
create a list of task actions and objects
abstract this list into a set of interface actions and objects
represent low-level interface syntax
create a table of user communities and tasks, with expected use frequency
determine hierarchy of importance of user communities (i.e. prime users)
evaluate destructive actions (e.g. deleting objects) to ensure reversibility
identify error conditions and prepare error messages
allow shortcuts for expert users, such as macros and customizing system
parameters
Command-Organization
Strategies
A unifying interface concept or metaphor aids
learning
problem solving
retention
Command plus
arguments/options
Keyword labels for arguments are helpful for some users, e.g. COPY FROM=FILEA
TO=FILEB.
Benefits of Structure
Human learning, problem solving, and memory are greatly facilitated by
meaningful structure.
Beneficial for
task concepts
computer concepts
syntactic details of command languages
REPLACE
Hierarchical
command structure
The full set of
commands is
organized into a
tree structure
5x3x4 = 60 tasks
with 5 command
names and 1 rule of
formation
Action
Object
Destination
CREATE
File
File
DISPLAY
Process
Local printer
REMOVE
Directory
Screen
COPY
MOVE
Remote
printer
Keyword Editor
FIND:/TOOTH/;-1
BACKWARD TO "TOOTH"
LIST;10
LIST 10 LINES
RS:/KO/,/OK/;*
insert
delete
add
remove
amble
perceive
walk
view
alter
correct
GAC
MIK
abc-adbc
abc-ab
Six Potential
Abbreviation Strategies
1.
2.
3.
4.
5.
6.
Guidelines for
using Abbreviations
Ehrenreich and Porcu (1982) offer this set of guidelines:
A simple primary rule should be used to generate abbreviations for most items; a simple
secondary rule should be used for those items where there is a conflict.
Abbreviations generated by the secondary rule should have a marker (for example, an
asterisk) incorporated in them.
The number of words abbreviated by the secondary rule should be kept to a minimum.
Users should be familiar with the rules used to generate abbreviations.
Truncation should be used because it is an easy rule for users to comprehend and
remember. However, when it produces a large number of identical abbreviations for
different words, adjustments must be found.
Fixed-length abbreviations should be used in preference to variable-length ones.
Abbreviations should not be designed to incorporate endings (ING, ED, S).
Unless there is a critical space problem, abbreviations should not be used in messages
generated by the computer and read by the user.
Command-language
Guidelines
Natural Language
in Computing
Natural-language interaction
Natural-language queries and question answering
Text-database searching
Natural-language text generation
Adventure games and instructional systems
Natural Language
in Education
PART 4
Interaction Devices
Keyboard Layouts
QWERTY layout
1870 Christopher Latham Sholes
good mechanical design and a clever placement of the letters that slowed
down the users enough that key jamming was infrequent
put frequently used letter pairs far apart, thereby increasing finger travel
distances
Dvorak layout
1920
reduces finger travel distances by at least one order of magnitude
Acceptance has been slow despite the dedicated efforts of some devotees
it takes about 1 week of regular typing to make the switch, but most users
have been unwilling to invest the effort
Keyboard Layouts
Function keys
users must either remember each key's function, identify them from the screen's
display, or use a template over the keys in order to identify them properly
can reduce number of keystrokes and errors
meaning of each key can change with each application
placement on keyboard can affect efficient use
special-purpose displays often embed function keys in monitor bezel
lights next to keys used to indicate availability of the function, or on/off status
typically simply labeled F1, F2, etc, though some may also have meaningful labels, such
as CUT, COPY, etc.
frequent movement between keyboard home position and mouse or function keys can
be disruptive to use
alternative is to use closer keys (e.g. ALT or CTRL) and one letter to indicate special
function
Dasher predicts probable characters and words as users make their selections
in a continuous two-dimensional stream of choices
Other text
entry methods (cont.)
Pointing Devices
Pointing devices are applicable in six types of interaction tasks:
1. Select:
2. Position:
5. Quantify:
4. Path:
3. Orient:
6. Text:
Pointing Devices
Direct-Control
Pointing Devices
Lightpen
enabled users to point to a spot on a screen and to
perform a select, position, or other task
it allows direct control by pointing to a spot on the
display
incorporates a button for the user to press when the
cursor is resting on the desired spot on the screen
lightpen has three disadvantages: users' hands
obscured part of the screen, users had to remove their
hands from the keyboard, and users had to pick up the
lightpen
Direct-Control
Pointing Devices (cont.)
Touchscreen
allows direct control touches on the screen using a finger
early designs were rightly criticized for causing fatigue, handobscuring-the-screen, hand-off-keyboard, imprecise pointing, and the
eventual smudging of the display
lift-off strategy enables users to point at a single pixel
the users touch the surface
then see a cursor that they can drag around on the display
when the users are satisfied with the position, they lift their fingers off
the display to activate
can produce varied displays to suit the task
are fabricated integrally with display surfaces
Direct-control
pointing devices (cont.)
Tablet PCs and Mobile Devices:
Natural to point on the LCD surface
Stylus
Keep context in view
Pick up & put down stylus
Gestures and handwriting recognition
Indirect
Pointing Devices
mouse
trackball
joystick
graphics tablet
touchpad
Comparison of
Pointing Devices
Human-factors variables
Other variables
cost
durability
space requirements
weight
left- versus right-hand use
likelihood to cause repetitive-strain injury
compatibility with other systems
Comparison of
Pointing Devices (cont.)
Some results
direct pointing devices faster, but less accurate
graphics tablets are appealing when user can remain with device for long periods
without switching to keyboard
mouse is faster than isometric joystick
for tasks that mix typing and pointing, cursor keys a faster and are preferred by users to
a mouse
muscular strain is low for cursor keys
Fitts' Law
Novel Devices
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
Foot controls
Eye-tracking
Multiple-degrees-of-freedom devices
DataGlove
Haptic feedback
Bimanual input
Ubiquitous computing and tangible user interfaces
Handheld devices
Smart pens
Table top touch screens
Game controllers
Speech and
Auditory Interfaces
Speech and
Auditory Interfaces (cont.)
Speech and
Auditory Interfaces (cont.)
recognize individual words spoken by a specific person; can work with 90- to 98percent reliability for 20 to 200 word vocabularies
Speaker-dependent training, in which the user repeats the full vocabulary once or
twice
Speaker-independent systems are beginning to be reliable enough for certain
commercial applications
been successful in enabling bedridden, paralyzed, or otherwise disabled people
also useful in applications with at least one of the following conditions:
Speech and
Auditory Interfaces (cont.)
Continuous-speech recognition
receive messages
replay messages
reply to caller
forward messages to other users, delete messages
archive messages
Speech and
Auditory Interfaces (cont.)
Speech and
Auditory Interfaces (cont.)
Speech generation
Speech and
Auditory Interfaces (cont.)
to confirm actions
offer warning
for visually-impaired users
music used to provide mood context, e.g. in games
can provide unique opportunities for user, e.g. with
simulating various musical instruments
Display technology
Monochrome displays
Plasma panel
rows of horizontal wires are slightly separated from vertical wires by small glass-enclosed
capsules of neon-based gases
Braille displays
Pins provide output for the blind
Large displays
Informational wall
displays
Interactive wall
displays
Multiple desktop
displays
Reference
Shneiderman, B. and
Plaisant, C. (2004).
Designing the User
Interface. 5th Edition,
Pearson.