HCI3
HCI3
Understanding Interaction
Lecture 4
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The Interaction
• interaction models
– translations between user and system
• ergonomics
– physical characteristics of interaction
• interaction styles
– the nature of user/system dialog
• context
– social, organizational, motivational
What is interaction?
communication
user system
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models of interaction
Purpose of interaction
Norman model
interaction framework
Purpose of interaction
Purpose of interactive system is to aid a user in accomplishing
goals/tasks from some application domain.
domain – the area of work under study
e.g. graphic design, shopping online
goal – what you want to achieve
e.g. create a solid red triangle, purchase books
task – how you go about doing it
– ultimately in terms of operations or actions
e.g. … select fill tool, click over triangle, Select the
products, Fill in the order form, pay
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Models of Interaction
• Interaction involve two complex participants: Systems and
users.
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execution/evaluation loop
goal
execution evaluation
system
• 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
execution/evaluation loop
goal
execution evaluation
system
• 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
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execution/evaluation loop
goal
execution evaluation
system
• 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
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execution/evaluation loop
goal
execution evaluation
system
• 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
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slip
understand system and goal
correct formulation of action
incorrect action
mistake
may not even have right goal!
Fixing things?
slip – better interface design
mistake – better understanding of system
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ergonomics
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Ergonomics
• Ergonomics, also known as human factors, is the scientific
discipline that seeks to understand and improve human
interactions with products, equipment, environments and
systems.
• Ergonomics good at defining standards and guidelines for
constraining the way we design certain aspects of systems
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Ergonomics - examples
Arrangement …displays
surrounding environment
health issues - use of colour
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Arrangement ..(cont.)
• Arrangement in relation to users positions:
– Users should be able to reach all controls necessary and view all
displays without excessive body movement.
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surrounding environment
• Where the system will be used? By whom it will be used? Will users
sitting, standing, or moving about?
– If user required to stand, the user should have room to move around to
reach all control.
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health issues
• Poor designs in critical system can results to death. E.g. aircraft
crashing
• health issues
e.g. physical position, environmental conditions (temperature,
humidity), lighting, noise, and usage time
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interaction styles
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Menus
• Set of options displayed on the screen
• Options visible
– less recall - easier to use
– rely on recognition so names should be meaningful
• Selection by:
– numbers, letters, arrow keys, mouse
– combination (e.g. mouse plus accelerators)
• Often options hierarchically grouped
– sensible grouping is needed
• Restricted form of full WIMP system
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Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– ambiguous
– hard to do well!
• Solutions
– try to understand a subset
– pick on key words
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Query interfaces
• Question/answer interfaces
– user led through interaction via series of questions
– suitable for novice users but restricted functionality
– often used in information systems
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Form-fills
• Primarily for data entry or data retrieval
• Screen like paper form.
• Data put in relevant place
• Requires
– good design
– obvious correction
facilities
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Spreadsheets
• first spreadsheet VISICALC, followed by Lotus 1-2-3
MS Excel most common today
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WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
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• minimal typing
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Windows
• Areas of the screen that behave as if they were independent
– can contain text or graphics
– can be moved or resized
– can overlap and obscure each other, or can be laid out next to one
another (tiled)
• scrollbars
– allow the user to move the contents of the window up and down or
from side to side
• title bars
– describe the name of the window
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Icons
• small picture or image
• represents some object in the interface
– often a window or action
• windows can be closed down (iconised)
– small representation of many accessible windows
• icons can be many and various
– highly stylized
– realistic representations.
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Pointers
• important component
– WIMP style relies on pointing and selecting things
• uses mouse, trackpad, joystick, trackball, cursor keys or
keyboard shortcuts
• wide variety of graphical images
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Menus
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Kinds of Menus
• Menu Bar at top of screen (normally), menu drags down
– pull-down menu - mouse hold and drag down menu
– drop-down menu - mouse click reveals menu
– fall-down menus - mouse just moves over bar!
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Menus extras
• Cascading menus (submenu) is secondary menu displayed on
demand from within a menu.
– Hierarchy menu structure
– menu selection opens new menu
– and so in ad infinitum
• Keyboard accelerators
– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
usually different !!!
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Menu techniques
Leah Findlater and Krzysztof Z. Gajos, “Design Space and Evaluation Challenges of Adaptive Graphical User Interface”
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Tabbed menu
Dropdown
– Smart menu
– Split menu
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Buttons
• individual and isolated regions within a display that can be
selected to invoke an action
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
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Toolbars
• long lines of icons …
… but what do they do?
• often customizable:
– choose which toolbars to see
– choose what options are on it
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Dialogue boxes
• information windows that pop up to inform of an important
event or request information.
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References
• HCIBook. “Human Computer Interaction”. ALAN DIX - JANET FINLAY - GREGORY
ABOWD - RUSSELL BEALE (http://www.comp.lancs.ac.uk/~dixa/)
• Leah Findlater and Krzysztof Z. Gajos, “Design Space and Evaluation Challenges of
Adaptive Graphical User Interface”.
• http://www.tandf.co.uk/journals/titles/00140139.asp
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