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chapter 18

modelling rich
interaction
Modelling Rich Interaction
• status–event analysis
• rich environments in task analysis
• sensor-based systems
status–event analysis
• events

– things that happen

• e.g. alarm bell, beeps, keystrokes

• status

– things that are

• e.g. screen display, watch face, mouse position
• unifying framework – system
(formal analysis)
– user
(psychology & heuristics)
• time behaviour – detect delays, select feedback
• transferable phenomena
e.g. polling – active agent discovers status change
rich set of phenomena
events
input
output
internal
external

status

keypress
beep
interrupt
time

mouse position
display
document state
temperature

Most notations only deal with subset of these
e.g.STNs: event-in/event-out

•

⇒ may need awkward work-arounds
rich set of behaviour
 actions:
– state change at (user initiated) event

 status change events:
– e.g. stock drops below re-order level

 interstitial behaviour:
– between actions – e.g. dragging an icon

standard notations:
 usually,  sometimes,  never!
Properties of events
• status change event
– the passing of a time

• actual and perceived events
– usually some gap

• polling
– glance at watch face
– status change becomes perceived event

• granularity
– birthday – days
– appointment – minutes
Design implications
• actual/perceived lag…
matches application timescale?
• too slow
– response to event too late
e.g., power plant emergency

• too fast
– interrupt more immediate task
e.g., stock level low
Naïve psychology
• Predict where the user is looking
– mouse – when positioning
– insertion point – intermittently when typing
– screen – if you're lucky

• Immediate events
– audible bell – when in room (and hearing)
– peripheral vision – movement or large change

• Closure
– lose attention (inc. mouse)
– concurrent activity
email delivery
time

mailbox file
status
mail arrives
event

mailtool
agent

mailtool
notices
event

screen
status

user
agent

change icon
event
user
notices
event
email delivery (ctd)
time

• mail has arrived!
• timeline at each level

mailbox file
status
mail arrives
event

mailtool
agent

mailtool
notices
event

screen
status

user
agent

change icon
event
user
notices
event

• Perceived event in minutes – not guaranteed
alternative
explicit examination
audible bell

–
–

timescale
hours/days
seconds

but want minutes – guaranteed
screen button widget
screen button often missed, …
but, error not noticed

Delete

the quick brown

a common widget, a common error: Why?
Closure
mistake likely – concurrent action
not noticed – semantic feedback missed

Solution
widget feedback for application event
a perceived event for the user

N.B. an expert slip – testing doesn't help
Screen-button – HIT

Delete

the quick brown
brown fox
Screen button – MISS

Delete

the quick brown
HIT or a MISS?
HIT
CLICK

identical screen feedback

MISS

semantic feedback only
closure ⇒
eye moves elsewhere
one solution
add simulated click
rich contexts
the problem
• task models
– formal description

• situatedness
– unique contexts

• ethnography
– rich ecologies

bringing
them
together?
collaboration
• already in several notations
– e.g. CTT, GTA

• add artefacts too ?
ConcurTaskTrees (CTT)
Paterno et al. CNUCE, Pisa

book holiday

abstract task

user task

>>
holiday idea

computer task

make booking

user and computer

>>
email advert

decide destination
( customer :)

||
book flights
( travel agent:)

>>
choose hotel
( customer :)

book hotel
( travel agent:)

cooperative task
Groupware Task Analysis
GTA
– conceptual framework, tools, elicitation techniques
Used_by

rich model of task world
Object

rich ontology
– human roles for
collaboration
– physical and
electronic objects

Event

Triggers

Uses

Task

Performed_by
Performed_by

Subtask
Triggers

Subgoal

Role

Subrole

Is
Responsible

Has

Goal

Contains

Plays

Agent
information
pre-planned cognitive model
goal
action
situated action
environment

action
control
• open loop control
– no feedback
– fragile

control
system

actions

environment
control
• open loop control
– no feedback
– fragile

• closed loop control
– uses feedback
– robust

feedback
control
system

actions

environment
adding information
0.
ho m y
w an
cup
s?

1.

boil
kette
l

po te
ur a
Plan 0:
1 then2
whenkette b 3then4
l oils

2. getout
cup
s

3.mak pot
e
of tea

4.

po te
ur a
adding information (ctd)
information required when
–
–
–

subtask involves input (or output)
some kind of choice (how to know what to do)
subtask repeated (but iterations unspecified)

sources of information
i.
ii.
iii.
iv.

part of existing task (e.g. phone number entered)
user remembers it (e.g. recall number after directory enquiry)
on device display (e.g. PDA address book, then dial)
in the environment
• pre-existing (e.g. phone directory)
• created in task (e.g. write number down on paper)

GUI easy

(lots of space)

mobile/PDA need to think
triggers
process – what happens and order

get post from
pigeon hole

bring post
to desk

open post
triggers
process – what happens and order
triggers – when and why
first thing in the
morning

get post from
pigeon hole

holding post

bring post
to desk

at coffee time

open post
common triggers
• immediate
– straight after previous task

• temporal
– at a particular time

• sporadic
– when someone thinks of it!

• external event
– when something happens, e.g. phone call

• environmental cue
– something prompts action … artefacts
artefacts
• ethnographic studies
• as shared representation
• as focus of activity
• act as triggers, information sources, etc.
placeholders
• knowing where you are in a process
– like a program counter

• coding:
– memory
– explicit (e.g. to do list)
– in artefacts
where are you?
1. controller
choose new
flight level

2. controller
tell pilot new
flight level

3. pilot
confirm new
flight level

4. pilot
ascend to
new level

5.
new flight
level achieved
step 1. choose new flight level

1. controller
choose new
flight level

2. controller
tell pilot new
flight level

3. pilot
confirm new
flight level

4. pilot
ascend to
new level

5.
new flight
level achieved
step 3. flight level confirmed

1. controller
choose new
flight level

2. controller
tell pilot new
flight level

3. pilot
confirm new
flight level

4. pilot
ascend to
new level

5.
new flight
level achieved
step 5. new flight level acheived

1. controller
choose new
flight level

2. controller
tell pilot new
flight level

3. pilot
confirm new
flight level

4. pilot
ascend to
new level

5.
new flight
level achieved
tracing placeholders
a form of information, may be …
– in people’s heads
• remembering what to do next

– explicitly in the environment
• to-do lists, planning charts, flight strips, workflow

– implicitly in the environment
• location and disposition of artefacts

electronic environments …
– fewer affordances for artefacts
– danger for careless design!

papers tidy or skewed
letter open or closed
low intention and
sensor-based interaction
car courtesy lights
• turn on
– when doors unlocked/open

• turned off
– after time period
– when engine turned on

driver's purpose is to get into the car
incidentally the lights come on
Pepys
• Xerox Cambridge (RIP)
• active badges
• automatic diaries

Allan's purpose to visit Paul’s office
incidentally diary entry created
MediaCup
• cup has sensors
– heat, movement, pressure

• broadcasts state (IR)
• used for awareness
– user is moving, drinking, …

Han's purpose to drink coffee
incidentally colleagues are aware
shopping cart
• goods in shopping cart analysed
– e.g. Amazon books

• used to build knowledge about books
– people who like X also like Y

• used to give you suggestions
– “you might like to look at …”, “special offer …”

my purpose to buy a book
incidentally shown related titles
onCue
• ‘intelligent’ toolbar
– appropriate intelligence
• make it good when it works
• don’t make it hard of it doesn’t

• analyses clipboard contents
• suggests things to do with it

user's purpose to copy text elsewhere
incidentally alternative things to do
the intentional spectrum
intentional

expected

incidental

press light switch

walk into room expecting lights to switch on

walk into room … unbeknown to you
… air conditioning increases
fluidity
intentional
co-option
expected

users explicitly use behaviour
e.g. open door for lights

comprehension
incidental

users notice, form model
then rely on behaviour
interaction models
• intentional cycle
– Norman execution/evaluation loop

• some exceptions
– multiple goals, displays, opportunistic

• guidelines
– feedback, transparency

intention
goal
execution

evaluation
system
cognition
• physical things (inanimate)
– directness of effect
– locality of effect
– visibility of state

• computational things (also animate)
– complex effects
– non locality of effect
distance – networks;

– large hidden state

time – delays, memory
cognition
• understanding
– innate intelligences
• physical, natural/animal, social, physiological

– rational thought
– imagination

• interfaces
– GUI, VR, AR, tangible
• recruit physical/tangible intelligence

– ubicomp, ambient, incidental
• ???

homunculi, haunted houses
designing incidental interaction
• need richer representations
– of the world, of devices, of artefacts
– wider ecological concerns

• two tasks
– purposeful task
– supported task

–
–

for interpretation
for actions
issues and process
• no accepted methods but … general pattern
• uncertainty
– traditional system due to errors
– sensor-based intrinsic to design
• uncertain readings, uncertain inference
• usually control non-critical aspects of environment

• process … identify
– input – what is going to be sensed
– output – what is going to be controlled
– scenarios – desired output and available input
designing a car courtesy light
• available input
–door open, car engine

• desired output
–light!

• identify scenario
• label steps
0
don’t care
+, ++, … want light
–, ––, …
don’t want it

• legal requirements
light off whilst driving

• safety
approaching car??

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

safe? light
advertises presence

deactivate alarm
walk up to car
key in door
open door & take key
get in
close door
adjust seat
find road map
look up route
find right key
key in ignition
start car
seat belt light flashes
fasten seat belt
drive off

0

–
+
++
0
+
++
+++
+
–
0
0
+
–––––

illegal to drive with
interior light on
implementation
• sensors not used for original purpose
• open architectures, self-discovering, self-configuring

• privacy
• internet–enables kettle broadcasts to the world!

• context
• inferring activity from sensor readings – status not event

• data filtering and fusion
• using several sensors to build context

• inference
• hand-coded or machine-learning

• must be used
• control something (lights) or modify user actions (TV on)
architectures for
sensor-based systems?
inference

data
fusion

raw
sensors

data
reduction

control

context
model

user
actions

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Modelling Rich Interaction and Context

  • 2. Modelling Rich Interaction • status–event analysis • rich environments in task analysis • sensor-based systems
  • 3. status–event analysis • events – things that happen • e.g. alarm bell, beeps, keystrokes • status – things that are • e.g. screen display, watch face, mouse position • unifying framework – system (formal analysis) – user (psychology & heuristics) • time behaviour – detect delays, select feedback • transferable phenomena e.g. polling – active agent discovers status change
  • 4. rich set of phenomena events input output internal external status keypress beep interrupt time mouse position display document state temperature Most notations only deal with subset of these e.g.STNs: event-in/event-out • ⇒ may need awkward work-arounds
  • 5. rich set of behaviour  actions: – state change at (user initiated) event  status change events: – e.g. stock drops below re-order level  interstitial behaviour: – between actions – e.g. dragging an icon standard notations:  usually,  sometimes,  never!
  • 6. Properties of events • status change event – the passing of a time • actual and perceived events – usually some gap • polling – glance at watch face – status change becomes perceived event • granularity – birthday – days – appointment – minutes
  • 7. Design implications • actual/perceived lag… matches application timescale? • too slow – response to event too late e.g., power plant emergency • too fast – interrupt more immediate task e.g., stock level low
  • 8. Naïve psychology • Predict where the user is looking – mouse – when positioning – insertion point – intermittently when typing – screen – if you're lucky • Immediate events – audible bell – when in room (and hearing) – peripheral vision – movement or large change • Closure – lose attention (inc. mouse) – concurrent activity
  • 9. email delivery time mailbox file status mail arrives event mailtool agent mailtool notices event screen status user agent change icon event user notices event
  • 10. email delivery (ctd) time • mail has arrived! • timeline at each level mailbox file status mail arrives event mailtool agent mailtool notices event screen status user agent change icon event user notices event • Perceived event in minutes – not guaranteed alternative explicit examination audible bell – – timescale hours/days seconds but want minutes – guaranteed
  • 11. screen button widget screen button often missed, … but, error not noticed Delete the quick brown a common widget, a common error: Why? Closure mistake likely – concurrent action not noticed – semantic feedback missed Solution widget feedback for application event a perceived event for the user N.B. an expert slip – testing doesn't help
  • 12. Screen-button – HIT Delete the quick brown brown fox
  • 13. Screen button – MISS Delete the quick brown
  • 14. HIT or a MISS? HIT CLICK identical screen feedback MISS semantic feedback only closure ⇒ eye moves elsewhere one solution add simulated click
  • 16. the problem • task models – formal description • situatedness – unique contexts • ethnography – rich ecologies bringing them together?
  • 17. collaboration • already in several notations – e.g. CTT, GTA • add artefacts too ?
  • 18. ConcurTaskTrees (CTT) Paterno et al. CNUCE, Pisa book holiday abstract task user task >> holiday idea computer task make booking user and computer >> email advert decide destination ( customer :) || book flights ( travel agent:) >> choose hotel ( customer :) book hotel ( travel agent:) cooperative task
  • 19. Groupware Task Analysis GTA – conceptual framework, tools, elicitation techniques Used_by rich model of task world Object rich ontology – human roles for collaboration – physical and electronic objects Event Triggers Uses Task Performed_by Performed_by Subtask Triggers Subgoal Role Subrole Is Responsible Has Goal Contains Plays Agent
  • 21. control • open loop control – no feedback – fragile control system actions environment
  • 22. control • open loop control – no feedback – fragile • closed loop control – uses feedback – robust feedback control system actions environment
  • 23. adding information 0. ho m y w an cup s? 1. boil kette l po te ur a Plan 0: 1 then2 whenkette b 3then4 l oils 2. getout cup s 3.mak pot e of tea 4. po te ur a
  • 24. adding information (ctd) information required when – – – subtask involves input (or output) some kind of choice (how to know what to do) subtask repeated (but iterations unspecified) sources of information i. ii. iii. iv. part of existing task (e.g. phone number entered) user remembers it (e.g. recall number after directory enquiry) on device display (e.g. PDA address book, then dial) in the environment • pre-existing (e.g. phone directory) • created in task (e.g. write number down on paper) GUI easy (lots of space) mobile/PDA need to think
  • 25. triggers process – what happens and order get post from pigeon hole bring post to desk open post
  • 26. triggers process – what happens and order triggers – when and why first thing in the morning get post from pigeon hole holding post bring post to desk at coffee time open post
  • 27. common triggers • immediate – straight after previous task • temporal – at a particular time • sporadic – when someone thinks of it! • external event – when something happens, e.g. phone call • environmental cue – something prompts action … artefacts
  • 28. artefacts • ethnographic studies • as shared representation • as focus of activity • act as triggers, information sources, etc.
  • 29. placeholders • knowing where you are in a process – like a program counter • coding: – memory – explicit (e.g. to do list) – in artefacts
  • 30. where are you? 1. controller choose new flight level 2. controller tell pilot new flight level 3. pilot confirm new flight level 4. pilot ascend to new level 5. new flight level achieved
  • 31. step 1. choose new flight level 1. controller choose new flight level 2. controller tell pilot new flight level 3. pilot confirm new flight level 4. pilot ascend to new level 5. new flight level achieved
  • 32. step 3. flight level confirmed 1. controller choose new flight level 2. controller tell pilot new flight level 3. pilot confirm new flight level 4. pilot ascend to new level 5. new flight level achieved
  • 33. step 5. new flight level acheived 1. controller choose new flight level 2. controller tell pilot new flight level 3. pilot confirm new flight level 4. pilot ascend to new level 5. new flight level achieved
  • 34. tracing placeholders a form of information, may be … – in people’s heads • remembering what to do next – explicitly in the environment • to-do lists, planning charts, flight strips, workflow – implicitly in the environment • location and disposition of artefacts electronic environments … – fewer affordances for artefacts – danger for careless design! papers tidy or skewed letter open or closed
  • 36. car courtesy lights • turn on – when doors unlocked/open • turned off – after time period – when engine turned on driver's purpose is to get into the car incidentally the lights come on
  • 37. Pepys • Xerox Cambridge (RIP) • active badges • automatic diaries Allan's purpose to visit Paul’s office incidentally diary entry created
  • 38. MediaCup • cup has sensors – heat, movement, pressure • broadcasts state (IR) • used for awareness – user is moving, drinking, … Han's purpose to drink coffee incidentally colleagues are aware
  • 39. shopping cart • goods in shopping cart analysed – e.g. Amazon books • used to build knowledge about books – people who like X also like Y • used to give you suggestions – “you might like to look at …”, “special offer …” my purpose to buy a book incidentally shown related titles
  • 40. onCue • ‘intelligent’ toolbar – appropriate intelligence • make it good when it works • don’t make it hard of it doesn’t • analyses clipboard contents • suggests things to do with it user's purpose to copy text elsewhere incidentally alternative things to do
  • 41. the intentional spectrum intentional expected incidental press light switch walk into room expecting lights to switch on walk into room … unbeknown to you … air conditioning increases
  • 42. fluidity intentional co-option expected users explicitly use behaviour e.g. open door for lights comprehension incidental users notice, form model then rely on behaviour
  • 43. interaction models • intentional cycle – Norman execution/evaluation loop • some exceptions – multiple goals, displays, opportunistic • guidelines – feedback, transparency intention goal execution evaluation system
  • 44. cognition • physical things (inanimate) – directness of effect – locality of effect – visibility of state • computational things (also animate) – complex effects – non locality of effect distance – networks; – large hidden state time – delays, memory
  • 45. cognition • understanding – innate intelligences • physical, natural/animal, social, physiological – rational thought – imagination • interfaces – GUI, VR, AR, tangible • recruit physical/tangible intelligence – ubicomp, ambient, incidental • ??? homunculi, haunted houses
  • 46. designing incidental interaction • need richer representations – of the world, of devices, of artefacts – wider ecological concerns • two tasks – purposeful task – supported task – – for interpretation for actions
  • 47. issues and process • no accepted methods but … general pattern • uncertainty – traditional system due to errors – sensor-based intrinsic to design • uncertain readings, uncertain inference • usually control non-critical aspects of environment • process … identify – input – what is going to be sensed – output – what is going to be controlled – scenarios – desired output and available input
  • 48. designing a car courtesy light • available input –door open, car engine • desired output –light! • identify scenario • label steps 0 don’t care +, ++, … want light –, ––, … don’t want it • legal requirements light off whilst driving • safety approaching car?? 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. safe? light advertises presence deactivate alarm walk up to car key in door open door & take key get in close door adjust seat find road map look up route find right key key in ignition start car seat belt light flashes fasten seat belt drive off 0  – + ++ 0 + ++ +++ + – 0 0 + ––––– illegal to drive with interior light on
  • 49. implementation • sensors not used for original purpose • open architectures, self-discovering, self-configuring • privacy • internet–enables kettle broadcasts to the world! • context • inferring activity from sensor readings – status not event • data filtering and fusion • using several sensors to build context • inference • hand-coded or machine-learning • must be used • control something (lights) or modify user actions (TV on)