lecture 4
lecture 4
Natural language
The ambiguity of natural language makes it very
difficult for a machine to understand.
Language is ambiguous at a number of levels.
First, the syntax, or structure, of a phrase may
not be clear.
Question/answer and query dialog
Question and answer dialog is a simple
mechanism for providing input to an application
in a specific domain.
The user is asked a series of questions ( yes/no
responses, multiple choice, or codes) and is led
through the interaction step by step.
These interfaces are easy to learn and use, but
are limited in functionality and power.
Form-fills and spreadsheets
Form-filling interfaces are used primarily for data
entry but can also be useful in data retrieval
applications.
Most form-filling interfaces allow easy movement
around the form and allow some fields to be left
blank.
it is easy to learn and use, for novice users.
Spreadsheets are a sophisticated variation of form
filling.
The spreadsheet comprises a grid of cells, each of
which can contain a value or a formula.
Chapter 2
Design involves:
1- Achieving goals within constraints.
2- Understanding the raw materials: computer and
human
3- Accepting limitations of humans and of design.
• The design process has several stages and is
iterative and never complete.
Interaction starts with getting to know the users and their
context:
1. Finding out who they are and what they are like
2. Talking to them, watching them.
understand computers
o limitations, capacities, tools, platforms
understand people
o psychological, social aspects, human error.
Requirements
Analysis
Design
Iteration and prototyping
Implementation and deployment
Scenarios are stories for design : rich stories of
interaction.
They are the simplest design representation, but
one of the most flexible and powerful.
Some scenarios are quite short:
Tasks of scenarios
1-Scenarios force you to think about the design
in detail and notice potential problems before
they happen.
2- Communicate with others
3- Validate other models
4- Express dynamics
Navigation Design is the process or activity of
accurately ascertaining one's position and planning
and following a route.
Widgets The appropriate choice of widgets and
wording in menus and buttons will help you know
how to use them for a particular selection or action.
Screens or windows -find things on the screen,
understand the logical grouping of buttons.
Navigation within the application -understand what
will happen when a button is pressed.
Environment The word processor has to read
documents from disk, perhaps some are on remote
networks. You swap between applications, perhaps
cut and paste.
if users had perfect knowledge of what they
wanted and how the system worked they could
simply take the shortest path to what they want.
but that at each point in the interaction, some
assessment of whether they are getting closer to
their goal.
what to do to get closer to their goal.
• knowing where you are.
• knowing what you can do.
• knowing where you are going.
• knowing where you have been.
The hierarchy links screens, pages or states in
logical groupings.
The Diagram gives a high-level breakdown of
some sort of messaging system.
This sort of hierarchy can be used purely to help
during design, but can also be used to structure
the actual system.
The basic principles at the screen level
Ask : What is the user doing?
Think: What information is required?