4-The Interaction
4-The Interaction
(Lecture Notes)
Communication
User system
Terms of interaction
Noman model
Interactive framework
Terms of interaction
Domain defines an area of expertise and knowledge in some real-world
activity
Consists of concepts that highlight the important aspects
E.g., graphic design (geometric shapes, a drawing surface, drawing utensil)
Tasks are operations to manipulate the concepts of the domain
E.g., construction of a specific geometric shape with particular attributes on the drawing
surface
A goal is a desired output of a performed task
E.g., to produce a solid red triangle centered on the canvas
Intention is a specific action required to meet the goal
User & system described by means of a language
System’s language referred to as a core language (describe computational
attributes of the domain)
User’s language referred to as a task language (desc. Psychological attributes)
Noman’s model
Gulfs of execution
Difference between the user’s formulation of the actions to reach the
goal and the actions allowed by the system
Interface should aim to reduce this gulf
Gulfs of evaluation
Distance between the physical presentation of the system state and the
expectation of the user
Human errors
Slip
Understand the system and goal
Correct formulation of action
Incorrect action
Mistake
May not even have right goal
Fix things?
Slip: better interface design
Mistake: better understanding of the system
Framework
A basis for discussing issues that relate to the interaction
Field of ergonomics
Address the issues on the user side of the interface…covering input,
output & user’s context
Dialog design and interface styles placed along the input branch of
the framework
Addressing both articulation & performance
Presentation & screen design relate to the output branch of framework
Menus
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 accelerometers)
Natural language
Question/answer interfaces
User is asked a series of question (usually yes/no responses,
multiple choice
Suitable to novice users, but restricted functionality
Often used in information systems
Query languages
Used to retrieve information from database
Requires understanding of database structure and language
syntax require some expertise
Form-fills
Spreadsheets
WIMP Interface
Windows
Icons
Menus
Pointers
or Window, Icons, Mice, Pull-down menus
Used in
Multimedia
Web browsers
Hypertext
Minimal typing
3D interfaces
There is an increasing use of 3D effects in user interfaces
E.g., virtual reality
3D workshop
Give more extra space
In a more natural way than iconizing
windows
Windows
Icons
Menus
Pointers
Windows
Areas of the screen that behave as if they were independent terminals
Can contain text or graphics
Can be moved or resized
Scrollbars
Allow the user to move the contents of the window up & down
or from side to side
Icons
Pointers
Important component
WIMP style relies on pointing & selecting thing such as icons
Menus
Present a choice of operations or services that can be performed by
the system at a given time
Kind of menus
Main menus
Always visible to the user as a menu bar
Often placed at the top of the screen or window
Pop-up menu
Can be hidden and upon request it will pop up on the screen
Often used to present context-sensitive option
E.g., allowing one to examine properties of a particular on-screen object
Also used to access more global actions when the mouse is depressed over the screen
background
Pull-down menus
Are dragged down from the title at top of the screen by moving the mouse pointer into
the title bar area and pressing the button
Fall-down menus
Automatically appears when the mouse pointer enters the title bar, without the user
having press the button
Buttons
Individual and isolated regions within a display that can be selected
to invoke specific operations
Special kinds
Radio buttons: set of mutually exclusive choices
Check boxes: set of non-exclusive choices
Toolbars
Often customizable
Choose which toolbars to see
Choose what options are on it
Palettes
Sometimes user unaware of the current mode
A mechanism for making the set of possible modes and the active
mode visible to the user
Dialogue boxes
areas)
Speech-driven interfaces
Interactivity is the defining feature of the interactive system
Speech-driven interface
Rapidly improving, still inaccurate
Initiative
who has the initiative?
Old computer systems: computer
WIMP interface: user
WIMP exceptions
Pre-emptive parts of the interface because of a problem it needs
information to continue
E.g., Modal dialog boxes
Come and will NOT go away
Good for errors
But use with care
M: Hello, this is the Go Faster booking system. What would you like?
U: I want to flight from Ho Chi Minh City to Ha Noi
M: You want a ticket from Ho Chi Minh City to Hanam
U: No
M: Sorry, please confirm one at a time. Do you want to flight from Ho Chi
Minh City?
U: Yes
…
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3.8. The context of the interaction
In reality, users wok within a wide social and environmental context
may influence the activity and motivation of the users
Usability in HCI?
Effective, efficient, satisfaction
Designing experience
Physical engagement
Managing value
Experience?
Designing experience
Designing experience
Mask
A picture of a face with a
hat on it not much
exciting !
Instead, the link to a web
page provide a picture of
a mask that you can print
and, cut out, and wear
change experience
Physical design
Many constraints
Ergonomic: cannot physically push button if they’re too small or close
Physical
size or nature of devices may force certain positions or styles of control
high-voltage switches cannot be as small as low-voltage ones
Legal & safety
cooker controls far enough from the pans that don’t burn yourself, but high
enough to prevent children turning them on
Context & environment
easy to clean
Aesthetic
must look good
Economic
not cost too much
Design trade-offs
Between categories
E.g., ergonomics vs. physical- miniDisk remote
Ergonomics: controls need to be bigger
Physical: no room
Solution: multifunction controls & reduced functionality
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
Judging value
Value
Helps us get our work done
Fun
Good for others
Cost
Download time
Money
Learning effort
Discounted future
In economics, measure “net present value” used to calculate what a
future gain is worth today
E.g., money invested today $1000 is worth the same as $2000 in three
years’ time