chapter 3
the interaction
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 … ?
“language and action” …
models of interaction
terms of interaction
Norman model
interaction framework
Some terms of interaction
domain – the area of work under study
e.g. graphic design
– what you want to achieve
e.g. create a solid red triangle
– how you go about doing it
– ultimately in terms of operations or
actions
e.g. … select fill tool, click over triangle
goal
task
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
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
• 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
goal
execution
evaluation
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
• perceives system state
• interprets system state
• evaluates system state with respect to goal
goal
execution
evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
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
ergonomic
s
physical aspects of interfaces
industrial interfaces
Ergonomic
s
• 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.
interaction styles
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
• 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
• 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
elements of the wimp interface
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
• 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
Typewriter
Screen
Times
Options 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
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.
interactivity
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
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

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3- The Interaction Interaction design basics .pptx

  • 2. 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
  • 3. What is interaction? communication user system but is that all … ? “language and action” …
  • 4. models of interaction terms of interaction Norman model interaction framework
  • 5. Some terms of interaction domain – the area of work under study e.g. graphic design – what you want to achieve e.g. create a solid red triangle – how you go about doing it – ultimately in terms of operations or actions e.g. … select fill tool, click over triangle goal task Note … – traditional interaction … – use of terms differs a lot especially task/goal !!!
  • 6. 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
  • 7. 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
  • 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 goal execution evaluation system
  • 9. 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
  • 10. execution/evaluation loop • perceives system state • interprets system state • evaluates system state with respect to goal goal execution evaluation system • user establishes the goal • formulates intention • specifies actions at interface • executes action
  • 11. 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
  • 12. 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
  • 13. 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
  • 14. 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
  • 15. ergonomic s physical aspects of interfaces industrial interfaces
  • 16. Ergonomic s • 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
  • 17. 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.
  • 18. interaction styles dialogue … computer and user distinct styles of interaction
  • 19. Common interaction styles • command line interface • menus • natural language • question/answer and query dialogue • form-fills and spreadsheets • WIMP • point and click • three–dimensional interfaces
  • 20. 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 • command names/abbreviations should be meaningful! Typical example: the Unix system
  • 21. 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
  • 22. 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
  • 23. 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
  • 24. Form-fills • Primarily for data entry or data retrieval • Screen like paper form. • Data put in relevant place • Requires – good design – obvious correction facilities
  • 25. 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
  • 26. 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
  • 27. Point and click interfaces • used in .. – multimedia – web browsers – hypertext • just click something! – icons, text links or location on map • minimal typing
  • 28. elements of the wimp interface windows, icons, menus, pointers +++ buttons, toolbars, palettes, dialog boxes also see supplementary material on choosing wimp elements
  • 29. 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
  • 30. Icons • small picture or image • represents some object in the interface – often a window or action • icons can be many and various – highly stylized – realistic representations.
  • 31. 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
  • 32. 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 Typewriter Screen Times Options Font
  • 33. 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!
  • 34. 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 !!!
  • 35. 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
  • 36. 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
  • 37. 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
  • 38. 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.
  • 39. interactivity easy to focus on look what about feel?
  • 40. 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?”
  • 41. 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
  • 42. 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 … … …
  • 43. 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