11. Interaction styles
Interaction ?=? Dialogue
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Dialogue = Computer and Human in turns
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Interaction = Exchange of acts between Computer and Human
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Interaction Style = Ways of communication
Interaction Styles
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Command entry
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Menus and navigation
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Form-fills and spreadsheets
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Natural language dialogue
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Direct manipulation
Command Entry
User types the commands to computer
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Prompt - message from the computer (ready to accept input)
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Quick method for expert user
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Problem in understanding the state of the system
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Abbreviations (in UNIX (or dos extensions) use the tab key for command
completion) (How should the command system be designed for this purpose)
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Commands should be mnemonics
Menus and navigation
Set of options on screen for choosing the action. Use for selecting
actions or among options for data entry.
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Pull-down menus
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Pop-up menus
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Hierarchical menus
Design issues
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Use standard menus for standard actions (Help, open, close, save, save
as .. , print, Undo, Copy, Cut, Paste, Clear)
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Organize menu items in logical order (alphabetic , size, grouping)
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Changing (adaptive menus) can be difficult (the content of the invisible
menu list can change according to actions) - for example files that you
have used recently (e.g. word).
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Menu items can be activated or inactivated according to possible options
in the current situation.
Example of a menu designer - Microsoft Word allows you to customize the
manu structure and functions as you like. The structure can be stored to
a file, so you can have different menus for different documents (select
customize from the Tools-menu).
Form-Fill
Form on screen with a set of fields - check-boxes - buttons - menus,
for data entry of action selections.
Typically select a set of actions or enter a set of selections and
press GO (or SUBMIT or ENTER ...)
Two basic approaches
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Form is filled and then the data is sent to the application for actions
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Every field entry is sent to the application - checking possible before
every item is entered
Design issues
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Layout
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Sizes of fields
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Types of fields
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Help text (for the form - for each field)
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automatic advancement (from field to field)
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Cancel (what does it mean in the situation)
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Corrections (one field - all fields)
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Corresponding paper-form (for example order entry)
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Pre-filled fields - initial values
Direct manipulation
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Visibility of objects of interest
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Rapid, reversible, incremental actions
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Replacement of complex command language syntax by direct manipulation of
the object of interest
Basic principle
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Objects on the screen represent real-world objects
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Actions on computer resemble real-world actions
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Immediate feedback on actions
The system can have real world functions (power station, control systems)
or only internal functions (drawing, calculating)
Reasons for success
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Novices learn quickly
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Experienced users can work quickly - making new functions (scripting)
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Users can see the results of actions and change the direction of operations
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Less anxiety - comprehensible system - actions reversible
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Users feel in control of the system
Some problems
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Cut and paste - clipboard (invisible)
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Save (automatic - user activated)
Question - Think of a standard word processing system. How are the
needs of different user groups taken into account?
Cognitive issues of direct manipulation
Gulf of evaluation - Gulf of execution
These concepts were introduced by Hutchins et al. .
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Gulf of evaluation
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the distance between the system's behaviour and the users goals
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Gulf of execution
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the distance between the users goals and the means of achieving them through
the system
Problems in evaluation
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Do the items on screen represent familiar objects
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Does the screen give a good view of the state of the system
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Do the items suggest what can be done with them (affordance)
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Correspondence with real world situations
Problems in execution
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What can be done
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What will happen if I do something
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Will the actions get me closer to the goals
Bridging the gulf
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Designers should design more understandable systems ? (but - understandable
for whom)
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Users should learn more about the system ? (too many systems - too little
transfer effect)
Semantic directness
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relation between what the user wants to express and the meaning of the
expressions available at the interface (e.g. does the system allow you
to write - sketch and draw on same document or do you need different tools)
Articulatory directness
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Relation between the meanings of expressions and their physical form (more
than syntax) (switches operate logically, open - close)
Affordance, constraints, mappings and feedback
Some design oriented issues
Affordance
The tools should suggest what to do with them
Question - What does the scroll bar suggest?
Especially what do different parts of the bar suggest?
Constraints
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Physical
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Semantic
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Cultural
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Logical
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Physical constraints
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Restricting what the user can do (e.g. directions, dimming inactivated
choices)
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Semantic
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Connect the behaviour with known patterns (wastepaperbasket)
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Cultural
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Question mark, thermometer scale, watch
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Logical
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Preserve the order of things
Mappings
Arrange controls according to the objects they control
Problem: How should the cooker control knobs be mapped on cooker rings?
(Norman, 1988)
Feedback
What kind of feedback does the cooker give you if you have selected
the wrong ring?