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Dialog CG

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0% found this document useful (0 votes)
10 views11 pages

Dialog CG

Uploaded by

tahi66438
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dialog Design

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A dialog is the construction of interaction between two or more beings or systems. In HCI, a
dialog is studied at three levels −

• Lexical − Shape of icons, actual keys pressed, etc., are dealt at this level.
• Syntactic − The order of inputs and outputs in an interaction are described at this level.
• Semantic − At this level, the effect of dialog on the internal application/data is taken care
of.

Dialog Representation
To represent dialogs, we need formal techniques that serves two purposes −

• It helps in understanding the proposed design in a better way.


• It helps in analyzing dialogs to identify usability issues. E.g., Questions such as “does the
design actually support undo?” can be answered.

Introduction to Formalism
There are many formalism techniques that we can use to signify dialogs. In this chapter, we will
discuss on three of these formalism techniques, which are −
• The state transition networks (STN)
• The state charts
• The classical Petri nets
State Transition Network (STN)
STNs are the most spontaneous, which knows that a dialog fundamentally denotes to a
progression from one state of the system to the next.

The syntax of an STN consists of the following two entities −

• Circles − A circle refers to a state of the system, which is branded by giving a name to the
state.
• Arcs − The circles are connected with arcs that refers to the action/event resulting in the
transition from the state where the arc initiates, to the state where it ends.
STN Diagram

StateCharts
StateCharts represent complex reactive systems that extends Finite State Machines (FSM),
handle concurrency, and adds memory to FSM. It also simplifies complex system
representations. StateCharts has the following states −
• Active state − The present state of the underlying FSM.
• Basic states − These are individual states and are not composed of other states.
• Super states − These states are composed of other states.
Illustration
For each basic state b, the super state containing b is called the ancestor state. A super state is called
OR super state if exactly one of its sub states is active, whenever it is active.

Let us see the StateChart Construction of a machine that dispense bottles on inserting coins.

The above diagram explains the entire procedure of a bottle dispensing machine. On pressing the
button after inserting coin, the machine will toggle between bottle filling and dispensing modes.
When a required request bottle is available, it dispense the bottle. In the background, another
procedure runs where any stuck bottle will be cleared. The ‘H’ symbol in Step 4, indicates that a
procedure is added to History for future access.

Petri Nets
Petri Net is a simple model of active behavior, which has four behavior elements such as −
places, transitions, arcs and tokens. Petri Nets provide a graphical explanation for easy
understanding.

• Place − This element is used to symbolize passive elements of the reactive system. A place
is represented by a circle.
• Transition − This element is used to symbolize active elements of the reactive system.
Transitions are represented by squares/rectangles.
• Arc − This element is used to represent causal relations. Arc is represented by arrows.
• Token − This element is subject to change. Tokens are represented by small filled circles.

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Visual Thinking
Visual materials has assisted in the communication process since ages in form of paintings,
sketches, maps, diagrams, photographs, etc. In today’s world, with the invention of technology
and its further growth, new potentials are offered for visual information such as thinking and
reasoning. As per studies, the command of visual thinking in human-computer interaction (HCI)
design is still not discovered completely. So, let us learn the theories that support visual thinking
in sense-making activities in HCI design.

An initial terminology for talking about visual thinking was discovered that included concepts
such as visual immediacy, visual impetus, visual impedance, and visual metaphors, analogies and
associations, in the context of information design for the web.

As such, this design process became well suited as a logical and collaborative method during the
design process. Let us discuss in brief the concepts individually.

Visual Immediacy
It is a reasoning process that helps in understanding of information in the visual representation.
The term is chosen to highlight its time related quality, which also serves as an indicator of how
well the reasoning has been facilitated by the design.

Visual Impetus
Visual impetus is defined as a stimulus that aims at the increase in engagement in the contextual
aspects of the representation.

Visual Impedance
It is perceived as the opposite of visual immediacy as it is a hindrance in the design of the
representation. In relation to reasoning, impedance can be expressed as a slower cognition.

Visual Metaphors, Association, Analogy, Abduction and Blending


• When a visual demonstration is used to understand an idea in terms of another familiar idea
it is called a visual metaphor.
• Visual analogy and conceptual blending are similar to metaphors. Analogy can be defined
as an implication from one particular to another. Conceptual blending can be defined as
combination of elements and vital relations from varied situations.

The HCI design can be highly benefited with the use of above mentioned concepts. The concepts
are pragmatic in supporting the use of visual procedures in HCI, as well as in the design
processes.

Direct Manipulation Programming


Direct manipulation has been acclaimed as a good form of interface design, and are well received
by users. Such processes use many source to get the input and finally convert them into an output
as desired by the user using inbuilt tools and programs.

“Directness” has been considered as a phenomena that contributes majorly to the manipulation
programming. It has the following two aspects.

• Distance
• Direct Engagement
Distance
Distance is an interface that decides the gulfs between a user’s goal and the level of explanation
delivered by the systems, with which the user deals. These are referred to as the Gulf of
Execution and the Gulf of Evaluation.

The Gulf of Execution

The Gulf of Execution defines the gap/gulf between a user's goal and the device to implement
that goal. One of the principal objective of Usability is to diminish this gap by removing barriers
and follow steps to minimize the user’s distraction from the intended task that would prevent the
flow of the work.

The Gulf of Evaluation

The Gulf of Evaluation is the representation of expectations that the user has interpreted from the
system in a design. As per Donald Norman, The gulf is small when the system provides
information about its state in a form that is easy to get, is easy to interpret, and matches the way
the person thinks of the system.

Direct Engagement
It is described as a programming where the design directly takes care of the controls of the
objects presented by the user and makes a system less difficult to use.
The scrutiny of the execution and evaluation process illuminates the efforts in using a system. It
also gives the ways to minimize the mental effort required to use a system.

Problems with Direct Manipulation


• Even though the immediacy of response and the conversion of objectives to actions has
made some tasks easy, all tasks should not be done easily. For example, a repetitive
operation is probably best done via a script and not through immediacy.
• Direct manipulation interfaces finds it hard to manage variables, or illustration of discrete
elements from a class of elements.
• Direct manipulation interfaces may not be accurate as the dependency is on the user rather
than on the system.
• An important problem with direct manipulation interfaces is that it directly supports the
techniques, the user thinks.

Item Presentation Sequence


In HCI, the presentation sequence can be planned according to the task or application
requirements. The natural sequence of items in the menu should be taken care of. Main factors in
presentation sequence are −

• Time
• Numeric ordering
• Physical properties

A designer must select one of the following prospects when there are no task-related
arrangements −

• Alphabetic sequence of terms


• Grouping of related items
• Most frequently used items first
• Most important items first

Menu Layout
• Menus should be organized using task semantics.
• Broad-shallow should be preferred to narrow-deep.
• Positions should be shown by graphics, numbers or titles.
• Subtrees should use items as titles.
• Items should be grouped meaningfully.
• Items should be sequenced meaningfully.
• Brief items should be used.
• Consistent grammar, layout and technology should be used.
• Type ahead, jump ahead, or other shortcuts should be allowed.
• Jumps to previous and main menu should be allowed.
• Online help should be considered.
Guidelines for consistency should be defined for the following components −

• Titles
• Item placement
• Instructions
• Error messages
• Status reports

Form Fill-in Dialog Boxes


Appropriate for multiple entry of data fields −

• Complete information should be visible to the user.


• The display should resemble familiar paper forms.
• Some instructions should be given for different types of entries.

Users must be familiar with −

• Keyboards
• Use of TAB key or mouse to move the cursor
• Error correction methods
• Field-label meanings
• Permissible field contents
• Use of the ENTER and/or RETURN key.

Form Fill-in Design Guidelines −

• Title should be meaningful.


• Instructions should be comprehensible.
• Fields should be logically grouped and sequenced.
• The form should be visually appealing.
• Familiar field labels should be provided.
• Consistent terminology and abbreviations should be used.
• Convenient cursor movement should be available.
• Error correction for individual characters and entire field’s facility should be present.
• Error prevention.
• Error messages for unacceptable values should be populated.
• Optional fields should be clearly marked.
• Explanatory messages for fields should be available.
• Completion signal should populate.
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