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Interaction Styles Based on a power point file by Laura Eventual (of Bowling Green State University) References: Price et al. Schneider (3e)

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Presentation on theme: "Interaction Styles Based on a power point file by Laura Eventual (of Bowling Green State University) References: Price et al. Schneider (3e)"— Presentation transcript:

1 Interaction Styles Based on a power point file by Laura Eventual (of Bowling Green State University) References: Price et al. Schneider (3e)

2 Reading References Hex & Hart son: Price et al.: Schneider: Ch. 3
Ch. 11, Ch. 12 & §13.1 – 13.6 Schneider: §6.1 – 6.6, 6.9, & Chapters 7 & 8

3 Interaction Styles A central issue in User Interface Design
For many, interaction styles and designing an interaction style is the issue of HCI

4 Basic Definitions Interaction or dialogue style.
How a user interacts with a computer system. The concept of style is central to our ability to characterize and understand the diversity of interactive systems. The categorization of a particular interface into a particular style is often fuzzy however.

5 Overview show overhead of Goals show overhead of Constraints
show overhead of Quick Statement of Style Categories show overhead of Common Design Guidelines

6 Overview — Interaction Styles
The choice of interface style depends on The type of user The task

7 Command Line Interfaces/General
Command languages rely on user recall of commands Command language - Although the design of a command language is a complex task, its implementation is usually simple when there is access to language development tools such as lexical analyzers and parser generators.

8 Command Line Interfaces - Some Benefits
If the sequence of commands have a highly controlled structure, that structure may help novices form a conceptual model of the system. Expert users may feel in control of systems with command line interfaces and be able to work at speeds that are appropriate.

9 Command Line Interfaces — Design Guidelines
Overheads

10 Form Fill-in Form fill-in user interfaces are modeled after paper forms

11 Form Fill-in/Advantages
Recognition Only recall required is what constitutes valid data for fields Especially useful for: Intermittent (infrequent) users Tasks with a lot of data entry

12 Typical Form Components
A form typically consists of: A series of fields An ID, a title, and possibly help text A field consists of: An ID (often a variable name), a prompt, help Text, and information about the value to be entered into the field, such as type, range, default value, and current value Typically, form filling is done on a screen (it could be done over the phone) . In addition to these basic parts of a form, there can be entry and exit conditions and actions for the form and its fields. Some examples: A form or subform may not apply in some situations, and a failed entry condition will inhibit its activation. When a form is entered, the action of displaying all or some fields might betaken, and the current values for fields might be displayed. When a field is entered, the action of modifying its appearance might be taken to tell users it can be modified, an input editing buffer from an interaction library would be activated; and when the field is left, the appearance would revert. Validation for field values might be coded as exit conditions for individual fields, while inter-value validation might be coded as an exit condition for the whole form.

13 Form fill-in/Issues (1)
Helping users understand how to perform error correction Distinguishing between data and commands e.g. The enter (return) key may serve strictly as a command key or may be permitted data

14 Form fill-in/Issues (2)
Choices of field titles and other mnemonics Spacing of field Type and amount of feedback to user Usually not sufficient to just take a paper form and translate it to an electronic version

15 Form fill-in/Summary overhead — Advantages/Disadvantages
overhead —Table 3.2

16 Menu Interfaces A menu is similar in structure to a form Consists of:
A series of options An ID, a title, help text And …

17 Choices in Menu Design Binary (2 choices) vs. extended menus
Pull-down menus vs. pop-up menus Tree-structured vs. linked Embedded vs. list-oriented

18 More Choices in Menu Design
Linear sequence of menus. User sees same sequence of menus no matter what e.g. collecting responses or data on line Tree-structured menus User traverses a hierarchical menu structure. At each menu, user decisions guide the next menu shown Menu networks User traverses network menu structure User can ‘move’ up-down, right-left, etc.

19 More Choices in Menu Design
Embedded networks Select alternatives from text item which activates menu Hypertext

20 Menu Advantages for Novices
Menus appear to have advantages for novice users: They can provide tightly-structured tasks which can help the user build a conceptual model of the task Using a menu is a recognition task All alternatives are presented Not a recall task

21 Design Issues for Menus (1)
Breadth vs. Depth tradeoffs How many items to put into one menu How many menus Basic rule: limit the number of user actions Make larger menus if necessary Use 2D menus for many choices that can't be broken

22 Design Issues for Menus (2)
Content and structure of categories (what to group together) Should not be arbitrary Categories should not overlap Categories should not contain extraneous items

23 Design Issues for Menus (3)
Ordering of items within a single menu When possible use a natural or temporal ordering Other orders: alphabetical or frequency-based. Menu titles, phrasing of items, graphical layouts should strive for clarity Comprehensible and distinctive

24 Guidelines for Menu Design
Shneiderman, Table 3.2 Teasley's

25 Function keys A function key is
similar to a menu option, except that selection is done by typing a key Most general interaction libraries provide simple functions for defining and displaying function key settings

26 Natural language This is an area that has not fared well as a practical solution to user interface problems, partly because of the difficulty of implementing efficient systems Implementation is often based on AI techniques such as augmented transition networks

27 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 hypothetical car has only one control — a keyboard.

28 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.

29 DM Examples (1) Display editors:
Full screen (as opposed its line- oriented) WordStar, Word, EMACS, vi, MacWriter What you see is what you get Cursor oriented Immediate display of results (action) Easy to reverse

30 DM Examples (2) Spread sheets, video games immediate feedback
e.g. use ‘paddles’ to hit ‘ball’ ‘frog jumps across road’ easy to learn but can become more skilled with practice challenging useful to advanced users as well no syntax no error messages immediate feedback

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

32 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 (e.g. ‘That one, not the one in row six’) From Shneiderman ?

33 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 & type WYSIWYG Universal commands across applications, such as MOVE, COPY, DELETE

34 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

35 DM Issues to Consider There are degrees of directness
The roles of space and motion of objects Not well-understood Choice of symbols or icons Must be meaningful to all Taking actions from keyboard to use mouse is distracting CLICK 1 There are degrees of directness. An interface may incorporate direct manipulation features, and still include features of the other dialogue styles. An (false) assumption - mousable UI's are direct while keyboard UI's are not. CLICK 2 The roles of space and motion of objects is not well-understood. CLICK 3Choice of symbols or icons - must be meaningful to all . Signs not always meaningful to all - different interpretations. What do the following icons mean? CLICK 4. Sometimes, taking figures/actions from keyboard to use mouse is distracting.

36 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

37 Windows-based Computer Dialogues
Windows allow the user to interact with multiple sources of information at the same time, as if he/she had multiple output displays of different sizes

38 Functions/uses of Windows — Why Use Windows
Rapid access to more information than is possible with a single screen Access to multiple sources of information Permit combining of multiple sources of information Independent control of multiple programs

39 Uses of Windows (2) Reminding
Different windows may set the ‘mode’ of the interaction style in another window Windows can display multiple representations of the same task CLICK 1 Reminding a window (s) can be used to help users keep track of information to use in the near but not immediate future. CLICK 2 Different windows may set the "mode" of the interaction style. E.g.. One subset of the command language may be used in one window and another subset in another window. CLICK 3 Windows can display multiple representations of the same task. E.g.. if a user wants to access a database record, one window might contain the query and another window might contain a pictorial representation of the likely location of the record.

40 Visual Design (From Powell: Designing UIs)
Go over outline


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