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Interaction Frameworks Paradigms, and Styles

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Presentation on theme: "Interaction Frameworks Paradigms, and Styles"— Presentation transcript:

1 Interaction Frameworks Paradigms, and Styles
Chapter 3 Interaction Frameworks Paradigms, and Styles May 11, 2007 Mohamad Eid

2 Outline Interaction Frameworks Interaction Paradigms
Large Scale Computing Personal Computing Networked Computing Mobile Computing Collaborative Environments Virtual Reality Augmented Reality Interaction Styles Command Line Menu-Based Interface Form Fill-In Question and Answer Direct Manipulation Metaphors Web Navigation Three-Dimensional Environments Natural Language Key points to review May 11, 2007 Mohamad Eid

3 Interaction Frameworks
A framework is basically a structure that provides a context for conceptualizing something We can use these frameworks to: Structure the design process Help us to identify problematic areas within the design Help us to conceptualize the problem space as a whole May 11, 2007 Mohamad Eid

4 Interaction Framework
System (S)—Uses its core language (computational attributes related to system state) User (U)—Uses its task language (psychological attributes related to user state) Input (I)—Uses its input language Output (O)—Uses its output language May 11, 2007 Mohamad Eid

5 Interaction Framework
Based on Execution/Evaluation Action Cycle (EEC) Execution Phase Articulation—The user formulates a goal, which is then articulated using the input language. Performance—The input language is translated into the core language (operations that the system will carry out). Presentation—The system manifests the result of the core-language operations using the output language. Evaluation Phase Observation—The user interprets the results on the screen and reconciles them with the original goal. May 11, 2007 Mohamad Eid

6 Interaction Paradigms
Large Scale Computing Personal Computing Networked Computing Mobile Computing Collaborative Environments Virtual Reality Augmented Reality May 11, 2007 Mohamad Eid

7 Interaction Paradigms
Large circles represent principal paradigms. Oblong shapes represent convergent paradigms. Words without surrounding shapes represent specific system architectures (sometimes used for a paradigm reference, as in desktop computing for personal computing). May 11, 2007 Mohamad Eid

8 Large Scale Computing The original mainframe computers were large-scale computing machines, referred to as hosts They resided in a central location They were accessed by remote alphanumeric terminals equipped with keyboards The terminals were referred to as “dumb terminals” These systems are also referred to as host/terminal systems May 11, 2007 Mohamad Eid

9 Large Scale Computing Super Computers
These highly specialized machines crunch large amounts of data at high speed, as in computing fluid dynamics, weather patterns, seismic activity predictions, and nuclear explosion dynamics. Supercomputers are used for the very high speed backbone (vBNS) connections that constitute the core of the Internet. National Center for Super Computing Applications (NCSA) May 11, 2007 Mohamad Eid

10 Personal Computing Desktop Computing
The Alto, developed at the Xerox Palo Alto Research Center in 1973, was the first computer to use a GUI that involved the desktop metaphor: pop-up menus, windows, and icons The Xerox Alto computer (1973) Courtesy Palo Alto Research Center. May 11, 2007 Mohamad Eid

11 Personal Computing The Xerox Alto mail program (1973)
The Xerox Alto computer (1973) May 11, 2007 Mohamad Eid Courtesy Palo Alto Research Center.

12 Personal Computing Personal-Public Computing
Public Access Computing – The information divide Public Information Appliances Automated teller machine with touchscreen. Courtesy BigStockPhoto.com May 11, 2007 Mohamad Eid

13 Networked Computing Scope Wired - Wireless WAN – Wide Area Network
MAN – Metropolitan Area Network LAN – Local Area Network PAN – Personal Area Network Wired - Wireless Wi-Fi (IEEE x) Bluetooth 3G May 11, 2007 Mohamad Eid

14 Mobile Computing Mobile computing technologies comprise a very diverse family of devices: Laptop computers Tablet computers Game players MP3 players PDAs Cell phones May 11, 2007 Mohamad Eid

15 Mobile Computing Desktop metaphors do not translate well to mobile devices. MP3 player Laptop computer Courtesy BigStockPhoto.com Tablet computer Cell phone Hybrid desktop/mobile environments can afford optimal interaction efficiency. May 11, 2007 Mohamad Eid

16 Mobile Computing Mobile devices can be connected to global positioning systems (GPS) These have touchscreens and voice interaction to alleviate potential visual attention problems during driving On-board navigation system. Courtesy BigStockPhoto.com May 11, 2007 Mohamad Eid

17 Mobile Computing Mobile devices can offer situational computing that can take advantage of location-specific information through location-based mobile services (LMS). LMS can be beneficial for location-sensitive advertisements, public service announcements, social interactions, and location-specific educational information. May 11, 2007 Mohamad Eid

18 Collaborative Environments
Networks allow members of a group to interact with other members on shared files and documents. This creates a virtual space where people can collaborate and work collectively. Groupware Networks facilitate collaborative activities. May 11, 2007 Mohamad Eid

19 Collaborative Environments
Collaborative work Communication Coordination Organization Presentation Computer-mediated communication (CMC) Computer-supported cooperative work (CSCW) What are some of the different types of groupware? May 11, 2007 Mohamad Eid

20 Collaborative Environments
Remote interaction Synchronous Video conferencing Instant messaging Chat rooms Remote access white boards Asynchronous Recommender systems Bulletin boards May 11, 2007 Mohamad Eid

21 Embodied Virtuality Some of us use the term “embodied virtuality” to refer to the process of drawing computers out of their electronic shells. The “virtuality” of computer-readable data—all the different ways in which it can be altered, processed and analyzed—is brought into the physical world. (Weiser, 1991, 95) May 11, 2007 Mohamad Eid

22 Embodied Virtuality How do we disperse computing functionality throughout the environment? What form should EV computing take? What kind of interface does it require? How much control should we retain, and how much should be automated? May 11, 2007 Mohamad Eid

23 Embodied Virtuality Emerging fields Ubiquitous/pervasive computing
Invisible/transparent computing Wearable computing May 11, 2007 Mohamad Eid

24 Embodied Virtuality - Ubiquitous/pervasive
Third Paradigm (Alan Key) Devices like cameras, video recorders, musical instruments, and picture frames are becoming “smart” through the introduction of embedded chips. The essence of UbiComp is that, to fulfill their potential, computing technologies must be considered a part of the fabric of our lives and not something that resides in a gray box. May 11, 2007 Mohamad Eid

25 Embodied Virtuality - Ubiquitous/pervasive
Ambient computing The concept of a computational grid that is seamlessly integrated into our physical environment Lighting systems Heating systems Electrical systems Smart environments that sense and recognize people Face recognition ID tags May 11, 2007 Mohamad Eid

26 Embodied Virtuality - Invisible/transparent
The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. (Weiser, 1991, 94) Two approaches Make the interface simple and intuitive Driving a car Remove the interface entirely Automotive breaking systems May 11, 2007 Mohamad Eid

27 Embodied Virtuality - Invisible/transparent
Information Appliances PDAs, BlackBerry® devices, digital cameras, MP3 players, and portable game players. An appliance specializing in information: knowledge, facts, graphics, images, video, or sound. An information appliance is designed to perform a specific activity, such as music, photography, or writing. A distinguishing feature of information appliances is the ability to share information among themselves. (Norman, 1998, 53) A BlackBerry type of device. May 11, 2007 Mohamad Eid Courtesy of BigStockPhoto.com.

28 Embodied Virtuality - Wearable
The underlying principle of wearable computing is the merging of information space with work space - humionics. The goal of humionics is to create an interface that is unobtrusive and easily operated under work-related conditions. Traditional I/O technologies are generally inadequate Wearable systems must take advantage of auditory and haptic as well as visual interaction. Wearable computing systems require multimodal interfaces. May 11, 2007 Mohamad Eid

29 Embodied Virtuality - Wearable
Personal Area Network (PAN) Two types Wireless network of wearable and proximal devices (IEEE) Working Group for WPAN Microsoft – Connect to a Bluetooth personal area network (PAN) Wearable devices that use the body to transmit signals MIT Media Lab – Intrabody Signaling IBM Personal Area Network (PAN) May 11, 2007 Mohamad Eid

30 Embodied Virtuality Embodied Virtuality Environments and Their Characteristics Manual Automated Fixed Portable UbiComp Some systems are manual Some systems are automated Some components are embedded Some devices are portable Invisible User does not interact with computer System takes care of all computer functionality Some system components are embedded Wearable Many of the wearable components allow manual control Some of the wearable components interact automatically with embedded sensors Some systems use situated sensors that interact with wearable components Most system components are portable (wearable) Embodied virtuality environments location/operation. May 11, 2007 Mohamad Eid

31 Virtual Reality The goals of the virtual reality (VR) community are the direct opposite of the goals of the EV community. EV strives to integrate computer functionality with the real world VR strives to immerse humans in a virtual world May 11, 2007 Mohamad Eid

32 Virtual Reality Vs. Embodied Virtuality
May 11, 2007 Mohamad Eid

33 Virtual Reality Nonimmersive - screen-based, pointer-driven, three-dimensional (3D) graphical presentations that may involve haptic feedback VRML QuickTime VR Immersive VR environments are designed to create a sense of “being” in a world populated by virtual objects. To create a convincing illusion, they must use as many human perceptual channels as possible. May 11, 2007 Mohamad Eid

34 Virtual Reality - Immersive
CAVE automated virtual environment at the National Center for Supercomputing Applications (NCSA). Sketching a virtual world in the VR design tool ShadowLight. Photographs and ShadowLight application courtesy of Kalev Leetaru. Sensics piSight Virtual Reality (VR) system. May 11, 2007 Mohamad Eid

35 Augmented Reality The goal of AR is to create a seamless integration between real and virtual objects in a way that augments the user’s perception and experience. Criteria for AR environments The virtual information must be: Relevant to and in sync with the real-world environment. May 11, 2007 Mohamad Eid

36 Sportvue MC1 motorcycle helmet
Augmented Reality AR I/O devices Heads Up Displays (HUD) Optical see through Video see through MicroOptical MD-6 Critical Data Viewer. Sportvue MC1 motorcycle helmet heads-up display. May 11, 2007 Mohamad Eid

37 Virtuality Continuum May 11, 2007 Mohamad Eid

38 Interaction Styles Command Line Menu-Based Interface Form Fill-In
Question and Answer Direct Manipulation Metaphors Web Navigation Three-Dimensional Environments Zoomable Interface Natural Language May 11, 2007 Mohamad Eid

39 Interaction Styles - Command Line
Command-line interfaces are fast and powerful. Many commands are abbreviated quick and efficient Commands can be applied to many objects simultaneously fast input Some commands have multiple parameters that can be set and altered precise and flexible May 11, 2007 Mohamad Eid

40 Interaction Styles - Command Line
Advantages of command-line interfaces: Suitable for repetitive tasks Advantageous for expert users Offer direct access to system functionality Efficient and powerful Not encumbered with graphic controls Low visual load Not taxing on system resources May 11, 2007 Mohamad Eid

41 Interaction Styles - Command Line
Disadvantages of command-line interfaces: Low command retention Steep learning curve High error rates Heavy reliance on memory Frustrating for novice users May 11, 2007 Mohamad Eid

42 Interaction Styles - Menu-Based Interface
Menu-driven interfaces present users with sequential hierarchal menus that offer lists of functions. Textual: key-in number of option Graphical: use arrow keys or pointing device May 11, 2007 Mohamad Eid

43 Interaction Styles - Menu-Based Interface
Menus are based on recognition as opposed to recall No need to remember commands Users search from a list of possible choices List provides constraints Appropriate for small screens (iPod) May 11, 2007 Mohamad Eid

44 Interaction Styles - Menu-Based Interface
Most menus are a variation on a few basic categories: Single Sequential Hierarchal Star network Web network May 11, 2007 Mohamad Eid

45 Interaction Styles - Menu-Based Interface
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 Inefficient use of screen real estate Slow for expert users May 11, 2007 Mohamad Eid

46 Interaction Styles - Form Fill-In
Similar to menu interfaces – present screens of information Different than menu interfaces - used to capture information and proceed linearly not to navigate a hierarchical structure May 11, 2007 Mohamad Eid

47 Interaction Styles - Form Fill-In
Advantages of form fill-in interfaces: Low memory requirements Self-explanatory Can gather a great deal of information in little space Present a context for input information Disadvantages of form fill-in interfaces: Require valid input in valid format Require familiarity with interface controls Can be tedious to correct mistakes May 11, 2007 Mohamad Eid

48 Interaction Styles - Question and Answer
Question and answer interfaces are also called wizards. They are restricting for expert users They are easy for novice users However, they may not know the required information Users must be able to cancel a menu without affecting the state of the computer May 11, 2007 Mohamad Eid

49 Interaction Styles - Question and Answer
Microsoft Add Network Place Wizard (a) Add Network Place wizard. (b) Select a service provider. (c) Address of the network place. May 11, 2007 Mohamad Eid

50 Interaction Styles - Question and Answer
Advantages of question and answer interfaces: Low memory requirements Self-explanatory Simple linear presentation Easy for beginners Disadvantages of question and answer interfaces: Require valid input supplied by user Require familiarity with interface controls Can be tedious to correct mistakes May 11, 2007 Mohamad Eid

51 Interaction Styles - Direct Manipulation
Ben Shneiderman (1982) Continuous representations of the objects and actions of interest with meaningful visual metaphors. Physical actions or presses of labeled buttons instead of complex syntax. Rapid, incremental, reversible actions whose effects on the objects of interest are visible immediately. May 11, 2007 Mohamad Eid

52 Interaction Styles - Direct Manipulation
Three phases in Direct Manipulation - Cooper, Reimann (2003) Free Phase—How the screen looks before any user actions Captive Phase—How the screen looks during a user action (click, click-drag, etc.) Termination Phase—How the screen looks after a user action May 11, 2007 Mohamad Eid

53 Interaction Styles - Direct Manipulation
Advantages of direct manipulation interfaces: Easy to learn Low memory requirements Easy to undo Immediate feedback to user actions Enables user to use spatial cues Easy for beginners Disadvantages of direct manipulation interfaces: Not self-explanatory Inefficient use of screen real estate High graphical system requirements May 11, 2007 Mohamad Eid

54 Interaction Styles - Metaphors
GUIs use visual relationships to real-world objects (metaphors) Metaphors can help people relate to complex concepts and procedures by drawing on real-world knowledge Real-world affordances can be reflected What metaphors are used by contemporary GUIs? May 11, 2007 Mohamad Eid

55 Interaction Styles - Metaphors
Microsoft Windows XP Apple OS X May 11, 2007 Mohamad Eid

56 Interaction Styles - Metaphors
A metaphor’s function must be consistent with real-world expectations Metaphors that do not behave the way people expect will cause confusion and frustration Macintosh trashcan May 11, 2007 Mohamad Eid

57 Interaction Styles - Metaphors
Don’t force a metaphor Potential problems with metaphors Run out of metaphors Some virtual processes and objects have no real-world counter parts Mixed metaphors Carry connotations and association May 11, 2007 Mohamad Eid

58 Interaction Styles - Web Navigation
Two basic interaction styles Link-based navigation Sensitive to articulatory distance Ambiguous link labels increase the gulf of evaluation Search Sensitive to semantic distance Inadequate search engine algorithms increase the gulf of execution Slight advantage in development of mental models May 11, 2007 Mohamad Eid

59 Interaction Styles - Natural Language
Natural Language Interaction (NLI) - Interacting with computers using everyday language Obstacles Language is ambiguous Meaning depends on context “Search results” “She said she did not know” Dependant on visual cues May 11, 2007 Mohamad Eid

60 Interaction Styles - Natural Language
Two areas of development Speech recognition Semantics Grammar issues Vague meanings Contradictory statements NLIs may require constant clarification of linguistic ambiguities May 11, 2007 Mohamad Eid

61 Interaction Styles - Natural Language
Advantages of NLI: Ease of learning Low memory requirements Flexible interaction Low screen requirements Appropriate for beginners Disadvantages of NLI: Requires knowledge of the task domain May require tedious clarification dialogues Complex system development May 11, 2007 Mohamad Eid

62 Summary Goals of HCI: Improve Visibility and feedback
safety functionality efficiency usability Visibility and feedback Affordance and perceived affordance Goal = state; task = action Human/computer as system running on 2 processors Types, classes and abilities of users Productivity = functionality * usability Usability factors e.g. learnability, fit, acceptability Contributing disciplines e.g. linguistics, Artificial Intelligence May 11, 2007 Mohamad Eid

63 Summary (Cont’d) Human cognitive system - Limitations on:
perception attention memory Task analysis vs. functional analysis Star model with evaluation at centre UI levels task conceptual model interaction style interaction element physical element Usability engineering Layered approach = Model View Controller Software Design Pattern Malfunction as a kind of defect (of usability) May 11, 2007 Mohamad Eid

64 متشکرم 谢谢 Ευχαριστώ Dankie ありがとう Asante Urakoze DMnvwd WAD MAHAD
go raibh maith agaibh ありがとう متشکرم WAD MAHAD SAN TAHAY GADDA GUEY Asante Urakoze May 11, 2007 Mohamad Eid


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