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Other Interaction Styles: Direct Manipulation, Haptic, Multimedia, Multimodal, Virtual Reality, Video Games Dr.s Barnes and Leventhal.

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Presentation on theme: "Other Interaction Styles: Direct Manipulation, Haptic, Multimedia, Multimodal, Virtual Reality, Video Games Dr.s Barnes and Leventhal."— Presentation transcript:

1 Other Interaction Styles: Direct Manipulation, Haptic, Multimedia, Multimodal, Virtual Reality, Video Games Dr.s Barnes and Leventhal

2 Reference  Chapter 8

3 Direct Manipulation - Introduction   Imagine driving a car that has no steering wheel, accelerator, brake pedal... In place of the familiar manual controls, you have only a keyboard for input. You could drive by typing in commands such as   "slow to 20 and turn left"   What makes real cars easier to drive is the directness of their controls.   Each interface is specially designed for controlling some function. Our computer car has only one control - a keyboard.

4 Graphic (DM) Interaction Overview   Tools for the development of graphical or direct manipulation interfaces are part of many window toolkits.   Their implementation is most often based on the object-oriented paradigm where graphical objects represented by icons are acted on by events caused by the user, the application, or other objects.

5 DM Examples (1)   Display editors   Appear of the full screen (as opposed its line- oriented)   WordStar, Word, EMACS, vi, LSE, MacWriter.   These products are often described as WYSIWYG (What you see is what you get). To boldface in WYSIWYG you select the text and boldface. In a non-display editor, the text to be boldfaced would be tagged (eg. With a “.bf” tag).   Cursor oriented for positioning instead of following the linear sequence of lines.   Immediate display of results(action)   Actions are easy to reverse

6 DM Examples (2)   Spread sheets, video games   e.g. use "paddles" to hit "ball""frog jumps across road"   easy to learn- but can become more skilled with practice   challenging and useful to advance users as well   no syntax   no error messages   Provide immediate feedback to user input.

7 DM Advantages   Some data suggests that graphical computer objects are easier to remember and use than keystroke objects (Cuniff & Taylor, 1987).

8 Direct manipulation systems have four features:   continuous representation of objects and actions of interest.   physical actions or labeled button presses manipulate objects and initiate actions.   impact of actions on objects is immediately visible.   data objects selected and operated on by simulated physical control instead of by verbal reference (eg. that one not the one in row 6).

9 Where did idea of DM UI's come from   Influences, philosophies grow out of UI for Xerox STAR, circa 1970's:   for the user, a familiar conceptual model, the desktop, made of icons and windows.   ability to see and point rather than remember and type   WYSIWYG   universal commands across applications, such as MOVE, COPY, DELETE

10 STAR failed in marketplace.   most users were still professional programmers who did not appreciate the interface.   cost $15,000.   little useful software   lacked an open architecture. Third party vendors could not write s/w for the STAR.   perceived as slow.

11 DM Issues to Consider.   There are degrees of directness.   The roles of space and motion of objects is not well-understood.   Choice of symbols or icons - must be meaningful to all.   Taking actions from keyboard to use mouse is distracting.

12 DM Guidelines   Graphical representation should be appropriate and meaningful (based on user feedback)   Possible that user could add a new or compound object or action.

13 Haptic Interfaces   Haptic = “to touch”   Examples

14 Other interaction styles   See book   Multimedia   Multimodal   Virtual reality   Video Games

15 Summary   Show comparison slides

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