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CSE310 Human-Computer Interaction

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Presentation on theme: "CSE310 Human-Computer Interaction"— Presentation transcript:

1 CSE310 Human-Computer Interaction
Lecture #3 The Interaction Prepared & Presented by Asst. Prof. Dr. Samsun M. BAŞARICI

2 Learning Objectives Understand the basics of interaction
Differentiate between interaction models and styles Understand the impact of interaction in social and organizational context

3 The Interaction interaction models ergonomics interaction styles
translations between user and system ergonomics physical characteristics of interaction interaction styles the nature of user/system dialog context social, organizational, motivational

4 What is interaction? communication user  system but is that all … ?
see “language and action” (coming soon)…

5 terms of interaction Norman model interaction framework
models of interaction terms of interaction Norman model interaction framework

6 Some terms of interaction
domain – the area of work under study e.g. graphic design goal – what you want to achieve e.g. create a solid red triangle task – how you go about doing it – ultimately in terms of operations or actions e.g. … select fill tool, click over triangle Note … traditional interaction … use of terms differs a lot especially task/goal !!!

7 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

8 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 evaluation execution goal

9 execution/evaluation loop
system evaluation execution goal 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

10 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 evaluation execution goal

11 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 evaluation execution goal

12 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

13 Human error - slips and mistakes
understand system and goal correct formulation of action incorrect action mistake may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system

14 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

15 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

16 physical aspects of interfaces industrial interfaces
ergonomics physical aspects of interfaces industrial interfaces

17 Ergonomics Study of the physical characteristics of interaction
Also known as human factors – but this can also be used to mean much of HCI! Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems

18 Ergonomics - examples 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.

19 Industrial interfaces
Office interface vs. industrial interface? Context matters! office industrial type of data textual numeric rate of change slow fast environment clean dirty … the oil soaked mouse!

20 multiple representations of same information
Glass interfaces ? industrial interface: traditional … dials and knobs now … screens and keypads glass interface cheaper, more flexible, multiple representations, precise values not physically located, loss of context, complex interfaces may need both Vessel B Temp 100 200 113 multiple representations of same information

21 Indirect manipulation
office– direct manipulation user interacts with artificial world system industrial – indirect manipulation user interacts with real world through interface issues .. feedback delays interface plant immediate feedback instruments

22 dialogue … computer and user distinct styles of interaction
interaction styles dialogue … computer and user distinct styles of interaction

23 Common interaction styles
command line interface menus natural language question/answer and query dialogue form-fills and spreadsheets WIMP (windows, icons, menus, pointers) point and click three–dimensional interfaces

24 Command line interface
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 users than novices offers direct access to system functionality command names/abbreviations should be meaningful! Typical example: the Unix system

25 Menus Set of options displayed on the screen Options visible
less recall - easier to use 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 Restricted form of full WIMP system

26 Natural language Familiar to user
speech recognition or typed natural language Problems vague ambiguous hard to do well! Solutions try to understand a subset pick on key words

27 Query interfaces Question/answer interfaces Query languages (e.g. SQL)
user led through interaction via series of questions suitable for novice users but restricted functionality often used in information systems Query languages (e.g. SQL) used to retrieve information from database requires understanding of database structure and language syntax, hence requires some expertise

28 Form-fills Primarily for data entry or data retrieval
Screen like paper form. Data put in relevant place Requires good design obvious correction facilities

29 Spreadsheets first spreadsheet VISICALC, followed by Lotus MS Excel most common today sophisticated variation of form-filling. grid of cells contain a value or a formula formula can involve values of other cells e.g. sum of all cells in this column user can enter and alter data spreadsheet maintains consistency

30 WIMP Interface Windows Icons Menus Pointers
… or windows, icons, mice, and pull-down menus! default style for majority of interactive computer systems, especially PCs and desktop machines

31 Point and click interfaces
used in .. multimedia web browsers hypertext just click something! icons, text links or location on map minimal typing

32 Three dimensional interfaces
virtual reality ‘ordinary’ window systems highlighting visual affordance indiscriminate use just confusing! 3D workspaces use for extra virtual space light and occlusion give depth distance effects flat buttons … click me! … or sculptured

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

34 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

35 Icons small picture or image represents some object in the interface
often a window or action windows can be closed down (iconised) small representation fi many accessible windows icons can be many and various highly stylized realistic representations.

36 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

37 Menus Choice of operations or services offered on the screen
Required option selected with pointer problem – take a lot of screen space solution – pop-up: menu appears when needed

38 Kinds of Menus Menu Bar at top of screen (normally), menu drags down
pull-down menu - mouse hold and drag down menu drop-down menu - mouse click reveals menu fall-down menus - mouse just moves over bar! Contextual menu appears where you are pop-up menus - actions for selected object pie menus - arranged in a circle easier to select item (larger target area) quicker (same distance to any option) … but not widely used!

39 Menus extras Cascading menus Keyboard accelerators
hierarchical menu structure menu selection opens new menu and so in ad infinitum Keyboard accelerators key combinations - same effect as menu item two kinds active when menu open – usually first letter active when menu closed – usually Ctrl + letter usually different !!!

40 Menus design issues which kind to use what to include in menus at all
words to use (action or description) how to group items choice of keyboard accelerators

41 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 check boxes – set of non-exclusive choices

42 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

43 Palettes and tear-off menus
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 tear-off and pin-up menus menu ‘tears off’ to become palette

44 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.

45 easy to focus on look what about feel?
interactivity easy to focus on look what about feel?

46 Speech–driven interfaces
rapidly improving … … but still inaccurate how to have robust dialogue? … interaction of course! e.g. airline reservation: reliable “yes” and “no” + system reflects back its understanding “you want a ticket from New York to Boston?”

47 Look and … feel 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

48 Initiative who has the initiative? old question–answer – computer WIMP interface – user WIMP exceptions … pre-emptive parts of the interface modal dialog boxes come and won’t go away! good for errors, essential steps but use with care

49 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 hello, this is the Go Faster booking system what would you like? (user) I want to fly from New York to London you want a ticket from New York to Boston (user) no sorry, please confirm one at a time do you want to fly from New York (user) yes … … …

50 Context Interaction affected by social and organizational context
other people desire to impress, competition, fear of failure motivation fear, allegiance, ambition, self-satisfaction inadequate systems cause frustration and lack of motivation

51 Experience, engagement and fun
designing experience physical engagement managing value

52 Experience? home, entertainment, shopping psychology of experience
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

53 Designing experience real crackers cheap and cheerful!
bad joke, plastic toy, paper hat pull and bang

54 Designing experience virtual crackers cheap and cheerful
bad joke, web toy, cut-out mask click and bang

55 Designing experience virtual crackers cheap and cheerful
bad joke, web toy, cut-out mask click and bang

56 how crackers work sender recipient sender fill in web form
To: wxv From: .. receive recipient closed cracker page open message recipient clicks cracker opens ... very slowly sender watches progress joke links open cracker page web toy mask

57 The crackers experience
real cracker virtual cracker Surface elements design cheap and cheerful simple page/graphics play plastic toy and joke web toy and joke dressing up paper hat mask to cut out Experienced effects shared offered to another sent by message co-experience pulled together sender can't see content until opened by recipient excitement cultural connotations recruited expectation hiddenness contents inside first page - no contents suspense pulling cracker slow ... page change surprise bang (when it works) WAV file (when it works)

58 Physical design many constraints: ergonomic – minimum button size
physical – high-voltage switches are big legal and safety – high cooker controls context and environment – easy to clean aesthetic – must look good economic – … and not cost too much!

59 Design trade-offs constraints are contradictory … need trade-offs
within categories: e.g. safety – cooker controls front panel – safer for adult rear panel – safer for child between categories e.g. ergonomics vs. physical – MiniDisc remote ergonomics – controls need to be bigger physical – no room! solution – multifunction controls & reduced functionality

60 Fluidity do external physical aspects reflect logical effect?
related to affordance (chap 5) logical state revealed in physical state? e.g. on/off buttons inverse actions inverse effects? e.g. arrow buttons, twist controls

61 inverse actions yes/no buttons ‘joystick’ also left side control
well sort of ‘joystick’ also left side control

62 spring back controls one-shot buttons joystick some sliders
good – large selection sets bad – hidden state

63 a minidisk controller twist for track movement
pull and twist for volume – spring back – natural inverse for twist series of spring-back controls each cycle through some options –natural inverse back/forward

64 physical layout controls: logical relationship ~ spatial grouping

65 compliant interaction
state evident in mechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine

66 Managing value people use something ONLY IF it has perceived value AND value exceeds cost BUT NOTE exceptions (e.g. habit) value NOT necessarily personal gain or money

67 Weighing up value value cost helps me get my work done fun
good for others cost download time money £, $, € learning effort

68 Discounted future in economics Net Present Value:
discount by (1+rate)years to wait in life people heavily discount future value and future cost hence resistance to learning need low barriers and high perceived present value

69 example – HCI book search
value for people who have the book helps you to look up things chapter and page number value for those who don’t … sort of online mini-encyclopaedia full paragraph of context … but also says “buy me”!! … but also says “buy me”!!

70 Value and organisational design
coercion tell people what to do! value = keep your job enculturation explain corporate values establish support (e.g share options) emergence design process so that individuals value  organisational value

71 General lesson … if you want someone to do something …
make it easy for them! understand their values

72 the interaction extras … more about widgets
chapter 3 the interaction extras … more about widgets

73 understanding and choosing widgets
widgets - bits that make the GUI what do they do what are they good for

74 one-by-one – WIMP elements
widgets - bits that make the GUI what do they do what are they good for

75 widgets? individual items on a GUI screen ... three aspects:
checkboxes, menus, toolbars, buttons etc. three aspects: appearance - what they look like interaction - how they behave semantics - what they mean

76 appearance

77 appearance includes words
verbs - action words quit, exit, embolden, italicise adjectives - description/state words bold, italic nouns - usually as a form of description Times New Roman, US Letter beware of mixes … embolden + italic !!?!

78 behaviour Move mouse over button – highlights
Move mouse off target with button still down – highlight removed Release mouse – nothing happens

79 behaviour … ctd. some bits the toolkit does for you some you control
but is it right? some you control e.g. drawing, interactions between widgets beware timing issues e.g. large selections under Windows apps.

80 semantics menus, buttons, …, etc. do things …
… lets make it bold italic

81 YOU say what it means semantics usually up to you think separately:
although widgets may link direct to database even then, you say what links think separately: meaning first - what you want it to do then appearance - how you do it choose the widget for the job

82 what do you want? actions setting state/options but …
usually menu, buttons, or toolbar setting state/options usually checkbox, radio button, combi-box but … menus can be used to set state etc. ...

83 how many? one of several options zero, one or more options free choice
radio buttons, selection menu zero, one or more options checkbox, multi-choice menu free choice offer recent/typical shortcuts one line text boxes often terrible!

84 and more ... number liveness dynamic interactions
fixed e.g. bold, italic, underline variable e.g. font list scolling through telephone list … liveness grey out inactive options dynamic interactions some choices dependent on others

85 Next Lecture The Paradigms

86 References Alan Dix, Janet Finlay, Gregory D. Abowd, Russell Beale, “Human-Computer Interaction, 3rd Edition”, Prentice Hall, 2004, ISBN:


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