Module1 Interaction
Module1 Interaction
The Interaction
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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
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What is interaction?
communication
user system
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models of interaction
terms of interaction
Norman model
interaction framework
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Some terms of interaction
Note …
– traditional interaction …
– use of terms differs a lot especially task/goal !!!
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Donald Norman’s model
• Seven stages
– 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
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execution/evaluation loop
goal
execution evaluation
system
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execution/evaluation loop
goal
execution evaluation
system
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execution/evaluation loop
goal
execution evaluation
system
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Using Norman’s model
Gulf of Execution
user’s formulation of actions
≠ actions allowed by the system
Gulf of Evaluation
user’s expectation of changed system state
≠ actual presentation of this state
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Human error - slips and mistakes
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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Abowd and Beale framework
extension of Norman…
their interaction framework has 4 parts O
– user output
– input
S U
– system core task
– output I
input
each has its own unique language
interaction translation between languages
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Using Abowd & Beale’s model
user intentions
translated into actions at the interface
translated into alterations of system state
reflected in the output display
interpreted by the user
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ergonomics
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Ergonomics
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Ergonomics - examples
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Industrial interfaces
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
• industrial interface:
– traditional … dials and knobs
– now … screens and keypads
• glass interface
+ cheaper, more flexible, Vessel B Temp
multiple representations,
precise values 0 100 200
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Indirect manipulation
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Common interaction styles
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Command line interface
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Menus
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Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– vague
– 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
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Spreadsheets
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WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
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Point and click interfaces
• used in ..
– multimedia
– web browsers
– hypertext
• minimal typing
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Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
– highlighting flat buttons …
– visual affordance
– indiscriminate use click me!
just confusing!
• 3D workspaces … or sculptured
– use for extra virtual space
– light and occlusion give depth
– distance effects
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elements of the wimp interface
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Windows
• 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
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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
Fi l e Edi t Opt i o ns Fo nt
Ty p e wr i t e r
Sc re e n
Times
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Kinds of Menus
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Menus extras
• Cascading menus
– hierarchical 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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Menus design issues
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Buttons
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
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Toolbars
• often customizable:
– choose which toolbars to see
– choose what options are on it
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Palettes and tear-off menus
• Problem
menu not there when you want it
• Solution
palettes – little windows of actions
– shown/hidden via menu option
e.g. available shapes in drawing package
tear-off and pin-up menus
– menu ‘tears off’ to become palette
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Dialogue boxes
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interactivity
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Speech–driven interfaces
• rapidly improving …
… but still inaccurate
• how to have robust dialogue?
… interaction of course!
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Look and … feel
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Initiative
• WIMP exceptions …
pre-emptive parts of the interface
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Error and repair
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Context
• other people
– desire to impress, competition, fear of failure
• motivation
– fear, allegiance, ambition, self-satisfaction
• inadequate systems
– cause frustration and lack of motivation
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Experience, engagement and fun
designing experience
physical engagement
managing value
Rina Bora 50
Experience?
• home, entertainment, shopping
– not enough that people can use a system
– they must want to use it!
• psychology of experience
– flow (Csikszentimihalyi)
– balance between anxiety and boredom
• education
– zone of proximal development
– things you can just do with help
• wider ...
– literary analysis, film studies, drama
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Designing experience
• real crackers
– cheap and cheerful!
– bad joke, plastic toy, paper hat
– pull and bang
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Designing experience
• virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang
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Designing experience
• virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang
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how crackers work
fill in web form
closed
cracker page
open
watches recipient clicks
message
progress cracker opens ...
very slowly
open
cracker page
sender joke
links
web toy
mask
Rina Bora 55
The crackers experience
real cracker virtual cracker
Surface elements
design cheap and cheerful simple page/graphics
play plastic toy and joke web toy and joke
dressing up paper hat mask to cut out
Experienced effects
shared offered to another sent by email message
co-experience pulled together sender can't see content
until opened by recipient
excitement cultural connotations recruited expectation
hiddenness contents inside first page - no contents
suspense pulling cracker slow ... page change
surprise bang (when it works) WAV file (when it works)
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Physical design
• many constraints:
– ergonomic – minimum button size
– physical – high-voltage switches are big
– legal and safety – high cooker controls
– context and environment – easy to clean
– aesthetic – must look good
– economic – … and not cost too much!
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Design trade-offs
between categories
e.g. ergonomics vs. physical – MiniDisc remote
ergonomics – controls need to be bigger
physical – no room!
solution – multifunction controls & reduced functionality
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Fluidity
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inverse actions
• yes/no buttons
– well sort of
• ‘joystick’
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spring back controls
• one-shot buttons
• joystick
• some sliders
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a minidisk controller
controls:
logical relationship
~ spatial grouping
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compliant interaction
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Managing value
BUT NOTE
• exceptions (e.g. habit)
• value NOT necessarily personal gain or money
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Weighing up value
value
• helps me get my work done
• fun
• good for others
cost
• download time
• money £, $, €
• learning effort
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Discounted future
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example – HCI book search
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Value and organisational design
• coercion
• tell people what to do!
• value = keep your job
• enculturation
• explain corporate values
• establish support (e.g share options)
• emergence
• design process so that
individuals value organisational value
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General lesson …
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