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Vermelding onderdeel organisatie 1 MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction Charles van der Mast.

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Presentation on theme: "Vermelding onderdeel organisatie 1 MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction Charles van der Mast."— Presentation transcript:

1 Vermelding onderdeel organisatie 1 MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction Charles van der Mast

2 Chapter 3 November 2004 Web Lectures2 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 Vermelding onderdeel organisatie 3 models of interaction terms of interaction Norman model interaction framework

4 Chapter 3 November 2004 Web Lectures4 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

5 Chapter 3 November 2004 Web Lectures5 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 system evaluationexecution goal

6 Chapter 3 November 2004 Web Lectures6 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 system evaluationexecution goal

7 Chapter 3 November 2004 Web Lectures7 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 system evaluationexecution goal

8 Chapter 3 November 2004 Web Lectures8 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 system evaluationexecution goal

9 Chapter 3 November 2004 Web Lectures9 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

10 Chapter 3 November 2004 Web Lectures10 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

11 Chapter 3 November 2004 Web Lectures11 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 an abstraction

12 Chapter 3 November 2004 Web Lectures12 Indirect manipulation office– direct manipulation user interacts with artificial world industrial – indirect manipulation user interacts with real world through interface issues.. feedback delays system interface plant immediate feedback instruments

13 Vermelding onderdeel organisatie 13 interaction styles dialogue … computer and user distinct styles of interaction  See Casus MKT 1 in1810

14 Chapter 3 November 2004 Web Lectures14 WIMP Interface W indows I cons M enus P ointers … or windows, icons, mice, and pull-down menus! default style for majority of interactive computer systems, especially PCs and desktop machines

15 Vermelding onderdeel organisatie 15 elements of the wimp interface windows, icons, menus, pointers +++ buttons, toolbars, palettes, dialog boxes also see supplementary material on choosing wimp elements

16 Chapter 3 November 2004 Web Lectures16 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

17 Vermelding onderdeel organisatie 17 Experience, engagement and fun designing experience physical engagement managing value

18 Chapter 3 November 2004 Web Lectures18 Experience? home, entertainment, shopping not enough that people can use a system they must want to use it! psychology of experience flow (Csikszentimihalyi) balance between anxiety and boredom education zone of proximal development things you can just do with help wider... literary analysis, film studies, drama

19 Chapter 3 November 2004 Web Lectures19 inverse actions yes/no buttons well sort of ‘joystick’ also left side control

20 Chapter 3 November 2004 Web Lectures20 a minidisk controller series of spring-back controls each cycle through some options –natural inverse back/forward twist for track movement pull and twist for volume – spring back – natural inverse for twist

21 Chapter 3 November 2004 Web Lectures21 compliant interaction state evident in mechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine


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