Chapter 4
The Interaction
1
The Interaction
2
Outline
Interaction models
Translations between user and system.
Ergonomics
Physical characteristics of interaction.
Interaction styles
The nature of user/system dialog.
Context
Social, organizational, motivational and also
Paradigms
Interactivity
What is interaction?
3
Communication between the user and system.
User System (Computer)
In interaction, we have to focus on the following terms:
1. Domain: the area of work under study e.g. graphic
design.
2. Goal: what you want to achieve e.g. Create a solid red
triangle.
3. Task: how you go about doing it? In terms of operations
or actions. e.g. … select fill tool, click over triangle.
4 Why study interaction models?
Help us to understand what is going on in the
interaction between user & system.
Help us to identify problematic areas within the
design.
Address differences, if any, between what user
wants & system does.
Interaction Model: Donald Norman’s model
5 (Most influential model of interaction)
Norman’s execution–evaluation cycle
Seven stages of interaction by Donald:
User establishes the goal
Formulates intention:
Intention is a specific action required to meet the goal.
Specifies actions at interface.(sequences of actions)
Actual actions that will reach the goal.
Executes action
Perceives system state: language of the system(response).
Interprets system state
Evaluates system state with respect to goals and intentions.
Norman’s model concentrates on user’s view of the interface.(the user
does all these things)
Execution/evaluation loop
6
Goal
Execution Evaluation
System
The plan formulated by the user is executed by the
computer(system).When finished, the user evaluates
the results and determines the further actions.
If the result is not as expected there may be a need to
formulate anew goal and intentions.
User establishes the goal Move a sentence from one paragraph to
another paragraph in a WORD document
7
Formulates intention Use Edit menu to move a piece of text from
one paragraph to another (Shortcut keys can
be used)
Specifies actions at interface (1) Highlight the text by moving & clicking
a mouse (2) Click the cut button, (3) Move
the cursor to new
position and (4) Click the paste button
Executes action Execute the actions
Perceives system state User observes changes on the screen.
Interprets system state User sees the text in correct position
Evaluates system User knows that the goal has been
completed.
8 Normans…
Norman uses this model of interaction to demonstrate why
some interfaces cause problems to their users.
Gulfs of execution
Difference between the user’s formulation of the actions to reach the goal and
the actions allowed by the system. If these match the interaction is effective.so
the interfaces should aim to address this gulf.
Gulfs of evaluation.
The distance between the physical presentation of the system state and the
expectation of the user. If the user can readily evaluate the presentation in
terms of his goal, the gulf of evaluation is small. The more effort that is
required on the part of the user to interpret the presentation, the less effective
the interaction.
9 Gulfs of execution
Mismatch between user’s intention of actions and actions
allowed by the system, e.g.,
The system does not support the user’s goal.
Sequence of actions is invalid .(not supported by the system)
Does the interface allow us to carry out the actions required by
the intention? E.g. Goal is to save a file.
Intention is to use the file menu
Action is to click the save option
Is there a save option in the file menu?
10
Gulfs of evaluation
Mismatch between system’s presentation & user’s
expectation, e.g.,
Failure to notice current system status.
Poor feedback from system.
Human Error - Slips and Mistakes
Human errors are often classified into slips and mistakes. We can
11
distinguish these using Norman’s gulf of execution.
Slip
- Understandsystem and goal
- Correct formulation of action
- Incorrect action
Mistake
-users may not even have right goal!(if they do not know the
system well)
Fixing things?
Slip – better interface design.(e.g. putting more space between
buttons)
Mistake – users should have better understanding of system. so
will require far more radical redesign or improved training,
perhaps a totally different metaphor(symbol) for use.
The interaction framework
12
(Using Abowd and Beale’s model)
Extension of Norman…….
Each has its own unique language(system, user, input and output)
Interaction translation between languages.
Problems in interaction occurs during translation of each action.
The interaction framework
13
(Using Abowd and Beale’s model)
User intentions
Translated into actions at the interface.
Translated into alterations(changes) of system state.
Reflected in the output display.
Interpreted by the user.
There are four main translations involved in the interaction: articulation, performance,
presentation and observation.
Ergonomics
14
15 Ergonomics
Study of the physical characteristics of interaction.
addresses issues on the user side of the interface.
Also known as human factors.
Ergonomics is good at defining standards and guidelines for
constraining the way we design certain aspects of systems.
Ergonomics cont.
16
Issues addressed by ergonomics :
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.
17 Ergonomics cont.
Inappropriate placement of controls and displays can lead
to inefficiency, frustration and sometimes dangerous
situations.
So arrangement of controls and displays need organization:
E.g. Organization of controls:
Functional: functionally related controls are grouped
together.
Sequential: Controls are organized to reflect the order of
their use in a typical interaction.
Frequency: The most often used controls can be
accessed most easily.
18
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
19
In spite of the availability of menu-driven interfaces, it is still
widely used.
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 than novice users
Offers direct access to system functionality(as opposed to the
hierarchical nature of menus)
Command names/abbreviations should be meaningful!
Today it is supplementary to menu-based interfaces, providing
accelerated access to the system’s functionality for experienced
users.
- Typical example: The Unix system, Linux etc..
20
Command Line Cont.
Disadvantages of command-line interfaces:
Options difficult to remember
High error rates
Frustrating for non-expert users
Difficult error corrections.
Figure: command line interface
21 Menus
Set of options displayed on the screen
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.
22
23 Menu Cont.
Advantages of menu-based interfaces:
Low memory requirements
Self-explanatory
Easy to undo errors
Appropriate for beginners
Disadvantages of menu-based interfaces:
Rigid and inflexible navigation
Inefficient for large menu navigation
Slow for expert user.
24
Natural language
Familiar to user
Speech recognition or typed natural language
Problems
Vague
Ambiguous
e.g. The man hits the boy with the stick.
we cannot be sure whether the boy is using the stick to hit the
dog or whether the dog is holding the stick when it is hit.
She made her duck
Successful in restricted domains.
User must learn phrases that are (and are not) understood.
25 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
The user is asked a series of questions (mainly with yes/no responses,
multiple choice, or codes) and so is led through the interaction step by step.
An example of this would be web questionnaires.
Disadvantages of question and answer interfaces:
Require valid input supplied by user
Require familiarity with interface controls
Can be tedious to correct mistakes
Query languages (e.g. SQL)
26
Used to retrieve information from database.
Requires understanding of database structure and language
syntax, hence requires some expertise.
The effective use of query languages therefore requires some experience.
A specialized example in the case of websites is the web search engine.
27 Form-fills
Primarily for data entry or data retrieval
Screen like paper form.
Data placed in relevant place
Requires
Good design
Obvious correction facilities
28
29
WIMP
WIMP = windows, icons, menus, pointers
Currently the most common environment for interactive
computing.
Examples Microsoft Windows for IBM PC, MacOS for Apple
Macintosh.
Together, these elements of the WIMP interfaces are called
widgets, and they comprise the toolkit for interaction between
user and system.
30
Three dimensional Interfaces
31 Notice here that as objects get further away they take up less screen space.
Three-dimensional workspaces give you extra space, but in a more natural
way than iconizing windows.
Figure :Web Book-using 3D
Elements of the WIMP Interface
32
windows, icons, menus, pointers
+++
buttons, toolbars,
Palettes(E.g. font property on the ribbon), dialog boxes
Fig. Elements of the WIMP interface
33 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
34 Icons
small picture or image
represents some object in the interface
often a window or action
windows can be closed down (iconised)
small representation for many accessible windows
icons can be many and various
highly stylized(formatted)
realistic representations(E.g. my computer icon)
35 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
36 Menus
Choice of operations or services offered on the screen
Required option selected with pointer
Fi l e Edi t Opt i o ns Fo nt
Ty p e wr i t e r
Sc re e n
Times
Problem – take a lot of screen space
Solution – pop-up is good: a menu that appears when needed
37 Kinds of Menus
Menu Bar at top of screen (normally), menu drags down
pull-down menu - mouse hold and drag down menu(press menu)
drop-down menu - mouse click reveals menu(having drop down list(V)
fall-down menus - mouse just moves over bar(no press)!
Contextual menu appears when there are:
pop-up menus - actions for selected object
pie menus - arranged in a circle(there is inactive centre), it arranges the options in a
circular fashion. The pointer appears in the center of the circle, and so there is the same
distance to travel to any of the selections.
easier to select item (larger target area)
quicker (same distance to any option)
… but not widely used!
38 Menus extras
Cascading menus
hierarchical menu structure
menu selection opens new menu
and so in ad infinitum(infinity)- Latin term
E.g. start-all programs-accessories-paint
Keyboard accelerators
key combinations – Have the same effect as menu item selection
Most systems do not allow you to use the accelerators while the menu is displayed.
So, for example, the menu might say However, when the user presses function key
F3 nothing happens. F3 only works when the menu s not displayed – when the
menu is there you must press ‘F’ instead!
two kinds:
active when menu open – usually first letter
active when menu closed – usually Ctrl + letter
usually different !!!
39
Menus design issues
which kind of menu to use.
what to include in menus at all.
words to use in menus(action or description).
how to group items.
choice of keyboard accelerators.
40 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.(only one)
check boxes
– set of non-exclusive choices.(more than one)
41
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
42
Palettes
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
43
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?
44
Look and feel
45
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
Initiative
Who has the initiative?
Old: question–answer– computer
Today: WIMP interface– user
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
Context of interaction
46
Interaction affected by social and organizational context
The presence of other people in a work environment affects the performance of the
worker in any task.
In order to perform well, users must be motivated.
If the (computer) system makes it difficult for the user to perform a certain task, he
might get frustrated and his productivity could drop.
The user may also lose motivation if a system is introduced that does not match the
actual requirements of the job to be done. In that case the user will reject the
system, be resentful(angry) and unmotivated or adapt the intended interaction to
his own requirements.
A well designed system, however, may also work on motivating the user.
Generally, if you want someone to do something :
Make it easy for them!
Understand their values: individuals value organisational value.
Paradigms
47
48
Why Study Paradigms?
Concerns
How can an interactive system be developed to ensure its usability?
How can the usability of an interactive system be demonstrated or measured?
History of interactive system design provides paradigms for usable designs
What are Paradigms
Predominant theoretical frameworks or scientific world views
E.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics
Understanding HCI history is largely about understanding a series of paradigm shifts
Not all listed here are necessarily “paradigm” shifts, but are at least candidates
History will judge which are true shifts
49 Paradigms of interaction
New computing technologies arrive, creating a new
perception of the human—computer relationship.
We can trace some of these shifts in the history of
interactive technologies.
The initial paradigm
50
Batch processing
Complete jobs processed individually.
Impersonal computing
Example Paradigm Shifts
51
Batch processing
Time-sharing
Interactive computing
Example Paradigm Shifts
52
Batch processing
@#$% !
Timesharing
Networking
???
Community computing
Example Paradigm Shifts
53
Batch processing
C…P… filename Move this file here,
Timesharing
dot star… or was and copy this to there.
Networking it R…M?
Graphical displays
% foo.bar
ABORT
dumby!!!
Direct manipulation
Example Paradigm Shifts
54
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
Personal computing
Example Paradigm Shifts
55
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
WWW
Global information
56 Example Paradigm Shifts
• Batch processing A symbiosis of physical and
electronic worlds in service of
• Timesharing everyday activities.
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous Computing
57
Exercise
Discuss the advantage and disadvantage between
command language and visual interface ways of
interactions. Describe the major paradigm used in
each.
Thank you!