SKM3463 Week 2 (The Interaction)
SKM3463 Week 2 (The Interaction)
Computer Interaction
1) Models of interaction
2) Ergonomics
3) Interaction styles
4) Interactivity
5) Context: experience and engagement
6) Physical design
What is interaction?
communication
user system
execution/evaluation loop
goal
execution evaluation
system
• 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
execution/evaluation loop
goal
execution evaluation
system
• 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
execution/evaluation loop
goal
execution evaluation
system
• 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
Using Norman’s model
Some systems are harder to use than others
Gulf of Execution
- The difference between the intentions and the allowable actions
- user’s formulation of actions
≠ actions allowed by the system
Gulf of Evaluation
- the amount of effort that the person must exert to interpret the
physical state of the system
- user’s expectation of changed system state
≠ actual presentation of this state
Using Norman’s model
• The 7 Stages of Action can be broken down into 4 main principles of
good design:-
• Visibility- By looking, the user can tell the state of the device and the
alternatives for action.
• A Good Conceptual Model - The designer provides a good
conceptual model for the user, with consistency in the presentation
of operations and results and a coherent, consistent system image.
• Good mappings - It is possible to determine the relationships
between actions and results, between the controls and their effects,
and between the system state and what is visible.
• Feedback- The user receives full and continuous feedback about the
results of the actions.
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
2) Ergonomics
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
Glass interfaces ?
• industrial interface:
• traditional … dials and knobs
• now … screens and keypads
• glass interface
+ cheaper, more flexible,
multiple representations,
Vessel B Temp
precise values
• not physically located, 0 100 200
loss of context,
complex interfaces
113
• may need both
multiple representations
of same information
Indirect manipulation
instruments
3) Interaction styles
Common interaction styles
a. command line interface
b. menus
c. natural language
d. question/answer and query dialogue
e. form-fills and spreadsheets
f. WIMP
g. point and click
h. three–dimensional interfaces
3) Interaction styles
a) Command line interface
• Way of expressing instructions to the computer
directly
• function keys, single characters, short abbreviations,
whole words, or a combination
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
Windows
Icons
Menus
Pointers
• used in ..
• multimedia
• web browsers
• hypertext
• minimal typing
Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
• highlighting
• visual affordance flat buttons …
• indiscriminate use
just confusing!
click me!
• 3D workspaces
• use for extra virtual space
… or sculptured
• light and occlusion give depth
• distance effects
elements of the wimp interface
• 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
• 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
• 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 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.
4) Interactivity
• rapidly improving …
… but still inaccurate
• WIMP exceptions …
pre-emptive parts of the interface
• other people
• desire to impress, competition, fear of failure
• motivation
• fear, allegiance, ambition, self-satisfaction
• inadequate systems
• cause frustration and lack of motivation
5) Experience, engagement and fun
designing experience
physical engagement
managing value
Experience?
• psychology of experience
• Csíkszentmihályi – a theory that people are most happy when they are in a
state of flow (concentration/so involved)
• balance between anxiety and boredom
• education
• zone of proximal development
• things you can just do with help
• wider ...
• literary analysis, film studies, drama
6) 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!
Fluidity
• Extent to which the physical structure and manipulation of the device
naturally relate to the logical functions it support.
• do external physical aspects reflect logical effect?
• yes/no buttons
• well sort of
• ‘joystick’
• one-shot buttons
• joystick
• some sliders
controls:
logical relationship
~ spatial grouping
compliant interaction
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
Summary
• if you want someone to do something …
• make it easy for them!
• understand their values
• Interaction between human and computer must be effective to allow
user to get the required job done: Norman’s execution-evaluation
model; interaction framework