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Prepared & Presented by Asst. Prof. Dr. Samsun M. BAŞARICI
CSE310 Human-Computer Interaction
Lecture #3
The Interaction
 Understand the basics of interaction
 Differentiate between interaction models and styles
 Understand the impact of interaction in social and
organizational context
Learning Objectives
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
but is that all … ?
 see “language and action” (coming soon)…
terms of interaction
Norman model
interaction framework
Some terms of interaction
domain – the area of work under study
e.g. graphic design
goal – what you want to achieve
e.g. create a solid red triangle
task – how you go about doing it
– ultimately in terms of operations or actions
e.g. … select fill tool, click over triangle
Note …
 traditional interaction …
 use of terms differs a lot especially task/goal !!!
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
 Norman’s model concentrates on user’s view of the interface
execution/evaluation loop
 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
system
evaluation
execution
goal
execution/evaluation loop
 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
system
evaluation
execution
goal
execution/evaluation loop
 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
system
evaluation
execution
goal
execution/evaluation loop
 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
system
evaluation
execution
goal
Using Norman’s model
Some systems are harder to use than others
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
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
Abowd and Beale framework
extension of Norman…
their interaction framework has 4 parts
 user
 input
 system
 output
each has its own unique language
interaction  translation between languages
problems in interaction = problems in translation
S
core
U
task
O
output
I
input
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
general framework for understanding interaction
 not restricted to electronic computer systems
 identifies all major components involved in interaction
 allows comparative assessment of systems
 an abstraction
physical aspects of interfaces
industrial interfaces
Ergonomics
 Study of the physical characteristics of interaction
 Also known as human factors – but this can also be used to
mean much of HCI!
 Ergonomics good at defining standards and guidelines for
constraining the way we design certain aspects of systems
Ergonomics - examples
 arrangement of controls and displays
e.g. controls grouped according to function or frequency of use, or
sequentially
 surrounding environment
e.g. seating arrangements adaptable to cope with all sizes of user
 health issues
e.g. physical position, environmental conditions (temperature,
humidity), lighting, noise,
 use of colour
e.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
Industrial interfaces
Office interface vs. industrial interface?
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
… the oil soaked mouse!
Glass interfaces ?
 industrial interface:
 traditional … dials and knobs
 now … screens and keypads
 glass interface
+ cheaper, more flexible,
multiple representations,
precise values
 not physically located,
loss of context,
complex interfaces
 may need both
Vessel B Temp
0 100 200
113
multiple representations
of same information
Indirect manipulation
 office– direct manipulation
 user interacts
with artificial world
 industrial – indirect manipulation
 user interacts
with real world
through interface
 issues ..
 feedback
 delays
system
interface plant
immediate
feedback
instruments
dialogue … computer and user
distinct styles of interaction
Common interaction styles
 command line interface
 menus
 natural language
 question/answer and query dialogue
 form-fills and spreadsheets
 WIMP (windows, icons, menus, pointers)
 point and click
 three–dimensional interfaces
Command line interface
 Way of expressing instructions to the computer directly
 function keys, single characters, short abbreviations, whole words, or a
combination
 suitable for repetitive tasks
 better for expert users than novices
 offers direct access to system functionality
 command names/abbreviations should be meaningful!
Typical example: the Unix system
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
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
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
 Query languages (e.g. SQL)
 used to retrieve information from database
 requires understanding of database structure and language syntax, hence
requires some expertise
Form-fills
 Primarily for data entry or data retrieval
 Screen like paper form.
 Data put in relevant place
 Requires
 good design
 obvious correction
facilities
Spreadsheets
 first spreadsheet VISICALC, followed by Lotus 1-2-3
MS Excel most common today
 sophisticated variation of form-filling.
 grid of cells contain a value or a formula
 formula can involve values of other cells
e.g. sum of all cells in this column
 user can enter and alter data spreadsheet maintains
consistency
WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
 default style for majority of interactive computer systems,
especially PCs and desktop machines
Point and click interfaces
 used in ..
 multimedia
 web browsers
 hypertext
 just click something!
 icons, text links or location on map
 minimal typing
Three dimensional interfaces
 virtual reality
 ‘ordinary’ window systems
 highlighting
 visual affordance
 indiscriminate use
just confusing!
 3D workspaces
 use for extra virtual space
 light and occlusion give depth
 distance effects
flat buttons …
… or sculptured
click me!
windows, icons, menus, pointers
+++
buttons, toolbars,
palettes, dialog boxes
also see supplementary material
on choosing wimp elements
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
Icons
 small picture or image
 represents some object in the interface
 often a window or action
 windows can be closed down (iconised)
 small representation fi many accessible windows
 icons can be many and various
 highly stylized
 realistic representations.
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
Menus
 Choice of operations or services offered on the screen
 Required option selected with pointer
problem – take a lot of screen space
solution – pop-up: menu appears when needed
File Edit Options
Typewriter
Screen
Times
Font
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!
 Contextual menu appears where you are
 pop-up menus - actions for selected object
 pie menus - arranged in a circle
 easier to select item (larger target area)
 quicker (same distance to any option)
… but not widely used!
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 !!!
Menus design issues
 which kind to use
 what to include in menus at all
 words to use (action or description)
 how to group items
 choice of keyboard accelerators
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
Toolbars
 long lines of icons …
… but what do they do?
 fast access to common actions
 often customizable:
 choose which toolbars to see
 choose what options are on it
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
Dialogue boxes
 information windows that pop up to inform of an
important event or request information.
e.g: when saving a file, a dialogue box is displayed to allow
the user to specify the filename and location. Once the file
is saved, the box disappears.
easy to focus on look
what about feel?
Speech–driven interfaces
 rapidly improving …
… but still inaccurate
 how to have robust dialogue?
… interaction of course!
e.g. airline reservation:
reliable “yes” and “no”
+ system reflects back its understanding
“you want a ticket from New York to Boston?”
Look and … feel
 WIMP systems have the same elements:
windows, icons., menus, pointers, buttons, etc.
 but different window systems
… behave differently
e.g. MacOS vs Windows menus
appearance + behaviour = look and feel
Initiative
 who has the initiative?
old question–answer – computer
WIMP interface – user
 WIMP exceptions …
pre-emptive parts of the interface
 modal dialog boxes
 come and won’t go away!
 good for errors, essential steps
 but use with care
Error and repair
can’t always avoid errors …
… but we can put them right
make it easy to detect errors
… then the user can repair them
hello, this is the Go Faster booking system
what would you like?
(user) I want to fly from New York to London
you want a ticket from New York to Boston
(user) no
sorry, please confirm one at a time
do you want to fly from New York
(user) yes
… … …
Context
Interaction affected by social and organizational context
 other people
 desire to impress, competition, fear of failure
 motivation
 fear, allegiance, ambition, self-satisfaction
 inadequate systems
 cause frustration and lack of motivation
designing experience
physical engagement
managing value
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
Designing experience
 real crackers
 cheap and cheerful!
 bad joke, plastic toy, paper hat
 pull and bang
Designing experience
 virtual crackers
 cheap and cheerful
 bad joke, web toy, cut-out mask
 click and bang
Designing experience
 virtual crackers
 cheap and cheerful
 bad joke, web toy, cut-out mask
 click and bang
how crackers work
sender
fill in web form
To: wxv
From: ..
receive email recipient
closed
cracker page
open
message
recipient clicks
cracker opens ...
very slowly
joke
links
open
cracker page
web toy
mask
sender
watches
progress
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)
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!
Design trade-offs
constraints are contradictory … need trade-offs
within categories:
e.g. safety – cooker controls
front panel – safer for adult
rear panel – safer for child
between categories
e.g. ergonomics vs. physical – MiniDisc remote
ergonomics – controls need to be bigger
physical – no room!
solution – multifunction controls & reduced functionality
Fluidity
 do external physical aspects reflect logical effect?
 related to affordance (chap 5)
logical state revealed in physical state?
e.g. on/off buttons
inverse actions inverse effects?
e.g. arrow buttons, twist controls
inverse actions
 yes/no buttons
 well sort of
 ‘joystick’
 also left side control
spring back controls
 one-shot buttons
 joystick
 some sliders
good – large selection sets
bad – hidden state
a minidisk controller
series of spring-back controls
each cycle through some options
–natural inverse back/forward
twist for track movement
pull and twist for volume
– spring back
– natural inverse for twist
physical layout
controls:
logical relationship
~ spatial grouping
compliant interaction
state evident in
mechanical buttons
rotary knobs reveal internal state and can
be controlled by both user and machine
Managing value
people use something
ONLY IF
it has perceived value
AND
value exceeds cost
BUT NOTE
 exceptions (e.g. habit)
 value NOT necessarily personal gain or money
Weighing up value
value
 helps me get my work done
 fun
 good for others
cost
 download time
 money £, $, €
 learning effort
 in economics Net Present Value:
 discount by (1+rate)years to wait
 in life people heavily discount
 future value and future cost
 hence resistance to learning
 need low barriers
and high perceived present value
Discounted future
example – HCI book search
 value for people who have the book
helps you to look up things
 chapter and page number
 value for those who don’t …
sort of online mini-encyclopaedia
 full paragraph of context
… but also says “buy me”!!
… but also says “buy me”!!
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
General lesson …
if you want someone to do something …
 make it easy for them!
 understand their values
the interaction
extras …
more about widgets
widgets - bits that make the GUI
what do they do
what are they good for
one-by-one – WIMP elements
 widgets - bits that make the GUI
 what do they do
 what are they good for
widgets?
 individual items on a GUI screen ...
 checkboxes, menus, toolbars, buttons etc.
 three aspects:
 appearance - what they look like
 interaction - how they behave
 semantics - what they mean
appearance
appearance includes words
 verbs - action words
 quit, exit, embolden, italicise
 adjectives - description/state words
 bold, italic
 nouns - usually as a form of description
 Times New Roman, US Letter
 beware of mixes …
 embolden + italic !!?!
behaviour
Move mouse off target with
button still down
– highlight removed
Release mouse
– nothing happens
Move mouse over button
– highlights
behaviour … ctd.
 some bits the toolkit does for you
 but is it right?
 some you control
 e.g. drawing, interactions between widgets
 beware timing issues
 e.g. large selections under Windows apps.
semantics
 menus, buttons,
…, etc.
 do things …
… lets make it bold italic
YOU say what it means
 semantics usually up to you
 although widgets may link direct to database
 even then, you say what links
 think separately:
 meaning first - what you want it to do
 then appearance - how you do it
 choose the widget for the job
what do you want?
 actions
 usually menu, buttons, or toolbar
 setting state/options
 usually checkbox, radio button, combi-box
 but …
 menus can be used to set state etc. ...
how many?
 one of several options
 radio buttons, selection menu
 zero, one or more options
 checkbox, multi-choice menu
 free choice
 offer recent/typical shortcuts
 one line text boxes often terrible!
and more ...
 number
 fixed e.g. bold, italic, underline
 variable e.g. font list
 scolling through telephone list …
 liveness
 grey out inactive options
 dynamic interactions
 some choices dependent on others
Next Lecture
The Paradigms
References
 Alan Dix, Janet Finlay, Gregory D. Abowd, Russell
Beale, “Human-Computer Interaction, 3rd Edition”,
Prentice Hall, 2004, ISBN: 0-13-046109-1

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Interaction Models, Styles, and Context

  • 1. Prepared & Presented by Asst. Prof. Dr. Samsun M. BAŞARICI CSE310 Human-Computer Interaction Lecture #3 The Interaction
  • 2.  Understand the basics of interaction  Differentiate between interaction models and styles  Understand the impact of interaction in social and organizational context Learning Objectives
  • 3. 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
  • 4. What is interaction? communication user  system but is that all … ?  see “language and action” (coming soon)…
  • 5. terms of interaction Norman model interaction framework
  • 6. Some terms of interaction domain – the area of work under study e.g. graphic design goal – what you want to achieve e.g. create a solid red triangle task – how you go about doing it – ultimately in terms of operations or actions e.g. … select fill tool, click over triangle Note …  traditional interaction …  use of terms differs a lot especially task/goal !!!
  • 7. 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  Norman’s model concentrates on user’s view of the interface
  • 8. execution/evaluation loop  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 system evaluation execution goal
  • 9. execution/evaluation loop  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 system evaluation execution goal
  • 10. execution/evaluation loop  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 system evaluation execution goal
  • 11. execution/evaluation loop  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 system evaluation execution goal
  • 12. Using Norman’s model Some systems are harder to use than others 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
  • 13. 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
  • 14. Abowd and Beale framework extension of Norman… their interaction framework has 4 parts  user  input  system  output each has its own unique language interaction  translation between languages problems in interaction = problems in translation S core U task O output I input
  • 15. 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 general framework for understanding interaction  not restricted to electronic computer systems  identifies all major components involved in interaction  allows comparative assessment of systems  an abstraction
  • 16. physical aspects of interfaces industrial interfaces
  • 17. Ergonomics  Study of the physical characteristics of interaction  Also known as human factors – but this can also be used to mean much of HCI!  Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems
  • 18. Ergonomics - examples  arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially  surrounding environment e.g. seating arrangements adaptable to cope with all sizes of user  health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise,  use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc.
  • 19. Industrial interfaces Office interface vs. industrial interface? Context matters! office industrial type of data textual numeric rate of change slow fast environment clean dirty … the oil soaked mouse!
  • 20. Glass interfaces ?  industrial interface:  traditional … dials and knobs  now … screens and keypads  glass interface + cheaper, more flexible, multiple representations, precise values  not physically located, loss of context, complex interfaces  may need both Vessel B Temp 0 100 200 113 multiple representations of same information
  • 21. Indirect manipulation  office– direct manipulation  user interacts with artificial world  industrial – indirect manipulation  user interacts with real world through interface  issues ..  feedback  delays system interface plant immediate feedback instruments
  • 22. dialogue … computer and user distinct styles of interaction
  • 23. Common interaction styles  command line interface  menus  natural language  question/answer and query dialogue  form-fills and spreadsheets  WIMP (windows, icons, menus, pointers)  point and click  three–dimensional interfaces
  • 24. Command line interface  Way of expressing instructions to the computer directly  function keys, single characters, short abbreviations, whole words, or a combination  suitable for repetitive tasks  better for expert users than novices  offers direct access to system functionality  command names/abbreviations should be meaningful! Typical example: the Unix system
  • 25. 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
  • 26. 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
  • 27. 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  Query languages (e.g. SQL)  used to retrieve information from database  requires understanding of database structure and language syntax, hence requires some expertise
  • 28. Form-fills  Primarily for data entry or data retrieval  Screen like paper form.  Data put in relevant place  Requires  good design  obvious correction facilities
  • 29. Spreadsheets  first spreadsheet VISICALC, followed by Lotus 1-2-3 MS Excel most common today  sophisticated variation of form-filling.  grid of cells contain a value or a formula  formula can involve values of other cells e.g. sum of all cells in this column  user can enter and alter data spreadsheet maintains consistency
  • 30. WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus!  default style for majority of interactive computer systems, especially PCs and desktop machines
  • 31. Point and click interfaces  used in ..  multimedia  web browsers  hypertext  just click something!  icons, text links or location on map  minimal typing
  • 32. Three dimensional interfaces  virtual reality  ‘ordinary’ window systems  highlighting  visual affordance  indiscriminate use just confusing!  3D workspaces  use for extra virtual space  light and occlusion give depth  distance effects flat buttons … … or sculptured click me!
  • 33. windows, icons, menus, pointers +++ buttons, toolbars, palettes, dialog boxes also see supplementary material on choosing wimp elements
  • 34. 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
  • 35. Icons  small picture or image  represents some object in the interface  often a window or action  windows can be closed down (iconised)  small representation fi many accessible windows  icons can be many and various  highly stylized  realistic representations.
  • 36. 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
  • 37. Menus  Choice of operations or services offered on the screen  Required option selected with pointer problem – take a lot of screen space solution – pop-up: menu appears when needed File Edit Options Typewriter Screen Times Font
  • 38. 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!  Contextual menu appears where you are  pop-up menus - actions for selected object  pie menus - arranged in a circle  easier to select item (larger target area)  quicker (same distance to any option) … but not widely used!
  • 39. 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 !!!
  • 40. Menus design issues  which kind to use  what to include in menus at all  words to use (action or description)  how to group items  choice of keyboard accelerators
  • 41. 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
  • 42. Toolbars  long lines of icons … … but what do they do?  fast access to common actions  often customizable:  choose which toolbars to see  choose what options are on it
  • 43. 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
  • 44. Dialogue boxes  information windows that pop up to inform of an important event or request information. e.g: when saving a file, a dialogue box is displayed to allow the user to specify the filename and location. Once the file is saved, the box disappears.
  • 45. easy to focus on look what about feel?
  • 46. Speech–driven interfaces  rapidly improving … … but still inaccurate  how to have robust dialogue? … interaction of course! e.g. airline reservation: reliable “yes” and “no” + system reflects back its understanding “you want a ticket from New York to Boston?”
  • 47. Look and … feel  WIMP systems have the same elements: windows, icons., menus, pointers, buttons, etc.  but different window systems … behave differently e.g. MacOS vs Windows menus appearance + behaviour = look and feel
  • 48. Initiative  who has the initiative? old question–answer – computer WIMP interface – user  WIMP exceptions … pre-emptive parts of the interface  modal dialog boxes  come and won’t go away!  good for errors, essential steps  but use with care
  • 49. Error and repair can’t always avoid errors … … but we can put them right make it easy to detect errors … then the user can repair them hello, this is the Go Faster booking system what would you like? (user) I want to fly from New York to London you want a ticket from New York to Boston (user) no sorry, please confirm one at a time do you want to fly from New York (user) yes … … …
  • 50. Context Interaction affected by social and organizational context  other people  desire to impress, competition, fear of failure  motivation  fear, allegiance, ambition, self-satisfaction  inadequate systems  cause frustration and lack of motivation
  • 52. 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
  • 53. Designing experience  real crackers  cheap and cheerful!  bad joke, plastic toy, paper hat  pull and bang
  • 54. Designing experience  virtual crackers  cheap and cheerful  bad joke, web toy, cut-out mask  click and bang
  • 55. Designing experience  virtual crackers  cheap and cheerful  bad joke, web toy, cut-out mask  click and bang
  • 56. how crackers work sender fill in web form To: wxv From: .. receive email recipient closed cracker page open message recipient clicks cracker opens ... very slowly joke links open cracker page web toy mask sender watches progress
  • 57. 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)
  • 58. 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!
  • 59. Design trade-offs constraints are contradictory … need trade-offs within categories: e.g. safety – cooker controls front panel – safer for adult rear panel – safer for child between categories e.g. ergonomics vs. physical – MiniDisc remote ergonomics – controls need to be bigger physical – no room! solution – multifunction controls & reduced functionality
  • 60. Fluidity  do external physical aspects reflect logical effect?  related to affordance (chap 5) logical state revealed in physical state? e.g. on/off buttons inverse actions inverse effects? e.g. arrow buttons, twist controls
  • 61. inverse actions  yes/no buttons  well sort of  ‘joystick’  also left side control
  • 62. spring back controls  one-shot buttons  joystick  some sliders good – large selection sets bad – hidden state
  • 63. a minidisk controller series of spring-back controls each cycle through some options –natural inverse back/forward twist for track movement pull and twist for volume – spring back – natural inverse for twist
  • 65. compliant interaction state evident in mechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine
  • 66. Managing value people use something ONLY IF it has perceived value AND value exceeds cost BUT NOTE  exceptions (e.g. habit)  value NOT necessarily personal gain or money
  • 67. Weighing up value value  helps me get my work done  fun  good for others cost  download time  money £, $, €  learning effort
  • 68.  in economics Net Present Value:  discount by (1+rate)years to wait  in life people heavily discount  future value and future cost  hence resistance to learning  need low barriers and high perceived present value Discounted future
  • 69. example – HCI book search  value for people who have the book helps you to look up things  chapter and page number  value for those who don’t … sort of online mini-encyclopaedia  full paragraph of context … but also says “buy me”!! … but also says “buy me”!!
  • 70. 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
  • 71. General lesson … if you want someone to do something …  make it easy for them!  understand their values
  • 73. widgets - bits that make the GUI what do they do what are they good for
  • 74. one-by-one – WIMP elements  widgets - bits that make the GUI  what do they do  what are they good for
  • 75. widgets?  individual items on a GUI screen ...  checkboxes, menus, toolbars, buttons etc.  three aspects:  appearance - what they look like  interaction - how they behave  semantics - what they mean
  • 77. appearance includes words  verbs - action words  quit, exit, embolden, italicise  adjectives - description/state words  bold, italic  nouns - usually as a form of description  Times New Roman, US Letter  beware of mixes …  embolden + italic !!?!
  • 78. behaviour Move mouse off target with button still down – highlight removed Release mouse – nothing happens Move mouse over button – highlights
  • 79. behaviour … ctd.  some bits the toolkit does for you  but is it right?  some you control  e.g. drawing, interactions between widgets  beware timing issues  e.g. large selections under Windows apps.
  • 80. semantics  menus, buttons, …, etc.  do things … … lets make it bold italic
  • 81. YOU say what it means  semantics usually up to you  although widgets may link direct to database  even then, you say what links  think separately:  meaning first - what you want it to do  then appearance - how you do it  choose the widget for the job
  • 82. what do you want?  actions  usually menu, buttons, or toolbar  setting state/options  usually checkbox, radio button, combi-box  but …  menus can be used to set state etc. ...
  • 83. how many?  one of several options  radio buttons, selection menu  zero, one or more options  checkbox, multi-choice menu  free choice  offer recent/typical shortcuts  one line text boxes often terrible!
  • 84. and more ...  number  fixed e.g. bold, italic, underline  variable e.g. font list  scolling through telephone list …  liveness  grey out inactive options  dynamic interactions  some choices dependent on others
  • 86. References  Alan Dix, Janet Finlay, Gregory D. Abowd, Russell Beale, “Human-Computer Interaction, 3rd Edition”, Prentice Hall, 2004, ISBN: 0-13-046109-1