Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --------------------------------------------------------------------------------
- INTERACTION
- --------------------------------------------------------------------------------
- - Interaction Models
- - Ergonomics (physical characteristics of interaction - الأريحية)
- - Interaction Styles
- - Context (social - organizational - motivational)
- --------------------------------------------------------------------------------
- INTERACTION MODELS
- --------------------------------------------------------------------------------
- - Terms:
- -> Domain: Area of work under study (ex: graphic design)
- -> Goal: What you wanna achieve
- -> Task: How you go about doing it in terms of operations and actions.
- - Donald Norman's Model:
- -> Concentrates on user's view of the interface
- -> Consists of seven stages [USER EFSEPIE]:
- 1- User establishes the goal
- 2- formulates intention
- 3- specifies actions at interface
- 4- executes actions
- 5- perceives system state
- 6- interprets system state
- 7- evaluates system state w.r.t goal
- -> Execution/Evaluation Loop:
- +----- Goal <-----+
- Execution | | Evaluation
- +---> System -----+
- -> Human Errors:
- * Slip:
- ^_^ Understand system/goal.
- ^_^ Correct formulation of action.
- >_< Incorrect action.
- FIX Better Interface design
- * Mistake:
- >_< May not even have right goal.
- FIX Better understanding of system
- - Abowd and Beale's Model:
- -> Extension of Norman.
- -> Has four parts: --> User --> input --> system --> output -->
- -> Each part has its own language
- -> Interaction = translation between languages
- -> Problems in interaction = problems in translation
- -> Full story:
- - User intentions translated into actions on interface (input)
- - actions translated into alteration in system state (system)
- - reflected in the output display (output)
- - interpreted by the user (user)
- -> Abowd and Beale:
- - Not restricted to electronic computers
- - Identifies all elements of interaction
- - Allows comparative assessment of systems
- - An abstraction
- --------------------------------------------------------------------------------
- ERGONOMICS
- --------------------------------------------------------------------------------
- - Study of physical characteristics of interaction
- - Defines standards/guidelines for constraining the way we design systems
- - Examples:
- -> Arrangement of controls and displays:
- Controls grouped according to: function - frequency of use - sequentially
- -> Surrounding Environment:
- Seating adaptable to cope with all sizes of user
- -> Health Issues:
- Physical position - environmental conditions (temperature, humidity) -
- lighting - noise.
- -> Use of color:
- Red warning - green for okay - awareness of colour-blindness
- - Context matters!
- | Office | Industrial
- ---------------+---------+------------
- Type of Data | Textual | Numeric
- Rate of Change | Slow | Fast
- Environment | Clean | Dirty (The oil soaked mouse, LOL w kda -_-)
- - Industrial Interface:
- -> Tranditional: Dials (أقراص شبه تليفونات زمان) and Knobs (شبه في البوتاجاز)
- -> Now: Screens and keypads and dala3 mase5...
- - Glass Interface:
- >> Cheap - flexible - multiple representations - precise values
- << Not physically located - loss of context - complex interfaces
- - Indirect Manipulation:
- -> Office (direct): User interacts with artificial world
- -> Industrial (indirect): User interacts with real world through interface
- -> Issues of industrial: Feedback - delays
- --------------------------------------------------------------------------------
- INTERACTION STYLES
- --------------------------------------------------------------------------------
- - Common Styles: Command Line Interface - Menus - Natural Language -
- Question/Answer and Query Dialogue - WIMP - 3D interfaces -
- Form-fills and spreadsheets - Point and Click
- - Command Line Interfaces:
- + Suitable for repetitive tasks
- + Better of expert users than novices (NOT TRUE BTW)
- + Offers direct access to system functionality B-)
- + Command Names/Abbreviations should be meaningful
- + Typical Examples: UNIX - Quafios 1.0.1
- - Menus:
- + Set of options displayed on screen
- + Options visible so less recall + easier to use
- + Options rely on recognition so names should be meaningful
- + Selection by Numbers/letters/arrow keys/mouse/combinations
- + Often options are hierarchially grouped
- + Restricted form of full WIMP
- + Examples: FDISK - GRUB BOOT MENU
- - Natural Language:
- + Speech recognition or typed natural languages
- - Problems: Vague - Ambiguous - Hard to do well
- + Solutions: Try to understand subset - pick on keywords
- + Examples: The robot of interstellar movie.
- - Query Interfaces:
- -> Question/Answer interfaces
- + good for novices but restricted functionality
- + often used in information systems
- -> Query Languages (SQL)
- + requires understanding of database structure and language syntax
- + requires some expertise
- - Form-fills:
- + Primarily for data entry or data retrieval
- + Requires good design + obvious correction facilities
- + Example: Google forms
- - Spreadsheets:
- + First spreesheet: VISICALC
- + Followed by: Lotus 1-2-3
- + OpenOffice.org Math most common today (not MS EXCEL as the slides claim)
- + sophisticated variation of form filling
- - WIMP:
- + Windows/Icons/Menus/Pointers
- + Windows/Icons/Mice/Pull-down menus
- + Example: Quafios 2
- - Point and Click:
- + Used in multimedia/web browsers/hypertext
- + Minimal Typing
- - Three-dimensional interfaces:
- + Virtual reality
- + Ordinary window systems but 3D workspaces:
- -> light and occlusion give depth
- -> distance effects
- --------------------------------------------------------------------------------
- ELEMENTS OF WIMP
- --------------------------------------------------------------------------------
- - Windows:
- -> Areas of screen that behave as if they are independent
- -> Scrollbar: move the contents of the window up/down or from side to side
- -> Title bars: describe the name of the window
- - Icons:
- -> Small picture representing some object in the interface (window or action)
- -> Windows can be closed down (iconized, the era of Windows 3.1 and NeXTSTEP)
- - Menus:
- -> Choice of operations/services offered on the screen
- -> Problem: too many options take a lot of screen space
- -> Solution: Pop-up!
- -> Menu bar (top of screen):
- - pull-down menu: mouse hold and drag down (i think like windows 1.01)
- - drop-down menu: mouse click reveals menu (like today - القوائم المنسدلة)
- - fall-down menu: mouse just moves over bar (store.fut-electronics.com)
- -> Contextual Menus:
- - pop-up menus: actions for selected objects (القوائم المنبثقة)
- - pie menus (arranged in a circle): easier, quicker, but not widely used.
- -> Cascading Menus:
- - menu selection opens new menu (hierarchial menu structure)
- - "and so in ad infinitum"
- -> Keyboard Accelerators:
- - Key combinations - same effect as menu item
- - Active when menu open (Usually first letter, like P in edit menu = paste)
- - Active when meny closed (like Ctrl+V to paste)
- -> Menus design issues:
- - which kind to use (pull-down, pop-up, etc...)
- - what to include in menus
- - words to use
- - how to group items
- - choice of keyboard accelerators
- - Pointers:
- -> Uses mouse/trackpad/joystick/trackball/cursor keys/keyboard shortcuts
- -> Wide variety of graphical images (arrow, cross, hand, etc...)
- - Buttons:
- -> Can be selected to invoke an action
- -> Special kinds: - radio buttons (mutually exlusive chocies)
- - check buttons (non-exlusive choices)
- - Toolbars:
- -> Long lines of icons
- -> Fast access to common actions
- -> Often customizable (choose which toolbars to see + what options are on it)
- - Palettes and tear-off menus:
- -> Problem: menu not there when you want it
- -> Solution: - Palettes: little windows of actions (like in photoshop/VS.NET)
- - Tear-off and pin-up menus (menu tears off to become palette)
- - Dialogue boxes:
- -> Information windows that pop up to inform events or request info.
- --------------------------------------------------------------------------------
- INTERACTIVITY
- --------------------------------------------------------------------------------
- -> Speech-driven Interfaces (rapidly improving but still inaccurate)
- -> Look and feel:
- WIMP systems have the same elemnts (windows, icons, blah blah)
- But different systems behave differently (Mac OS X menus vs Windows menus)
- Appearance + Behaviour = Look and feel
- -> Initiative: Old Question/Answer: Computer, WIMP: user
- WIMP exceptions: preemptive parts of the interface (like dialogue boxes)
- -> Error and repair:
- Can't always avoid erros, but we can put them right
- Make it easy to detect errors so the user can repair them
- -> Context:
- - Interaction affected by social/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
- --------------------------------------------------------------------------------
- EXPERIENCE, ENGAGEMENT, AND FUN
- --------------------------------------------------------------------------------
- - first you gain experience
- - then you engage
- - finally, you have fun.
- - Experience?
- -> Home, entertainment, shopping
- -> Psychology of experience:
- * flow (Csikszentimihalyi) (i just copied/pasted it)
- * balance between anxiety and boredom
- -> Education
- * things you can just do with help
- -> Wider
- * Literary analysis, film studios, drama
- - Designing Experience:
- -> Real Cracker:
- Cheap and cheerful - bad joke/plastic toy/paper hat - pull and bang
- -> Virtual Cracker:
- cheap and cheerful - bad joke/web toy/cut-out mask - click and bang
- -> 1) Sender fills in web form
- 2) Recipient receives email
- 3) Recipient opens email to find the cracker page "closed"
- 4) Recipient clicks on "open" and the cracker opens very slowly
- 5) Cracker opens: msg + joke + mask to be printed and cut-out/worn + webtoy
- 6) Sender watches the progress
- -> The cracker experience:
- | | Real Cracker | Virtual Cracker
- ------------+---------------+--------------------+-----------------------
- Surface | design | cheep and cheerful | simple page/graphics
- Elements | play | plastic toy & joke | web toy & joke
- | dressing up | paper hat | mask to cut out
- ------------+---------------+--------------------+-----------------------
- | shared | offered to another | sent by email
- | co-experience | pulled together | hide content till "open"
- Experienced | Excitement | cltr. connotations | recruited expectation
- Effects | Hiddenness | contents inside | first page closed
- | Suspense | Pulling cracker | slow page change
- | Surprise | bang (when works) | WAV file (when works)
- -> Physical design 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: not cost too much!
- -> Design trade-offs (because constraints are contradictory):
- - Within categories:
- Safety(cooker controls):
- * front panel safer for adults
- * rear panel safer for children
- - Between categories:
- MiniDisc remote: ergonomics vs physical
- Ergonomics: controls need to be bigger
- Physical: No room!
- Solution: Multifunction controls + reduced functionality
- -> Fluidity السيولة
- Do physical aspects reflect logical effect?
- - Logical state revealed in physical state? (on/off buttons)
- - Inverse actions inverse effects? (arrow buttons, twist controls)
- -> Spring back controls أزرار التحكم ام سوستة - زي في موبايلات نوكيا القديمة:
- - one-shot buttons - joystick - some sliders
- - Good: large selection sets
- - Bad: hidden state (you don't some option is on or off maslan)
- -> Physical Layout:
- - Logical Relationship: spatial grouping
- -> Compliant Interaction:
- - Mechanical buttons shows and controls state
- - Rotary knobs can be controlled by user/machine مفتاح ضبط برنامج الغسالة
- -> Managing Value:
- - People use something only if it has perceived value + value exceeds cost
- - Exception for this law: habit.
- - Value not necessarily personal gain or money.
- - Weighing up value: helps get my work done - fun - good for others
- - Cost: download time - money - learning effort
- -> Discounted future:
- - In economics, net present values (NPV) - صافي القيمة الحالية:
- discount by (1+rate)^(years to wait)
- - In life, people heavily discount:
- * future value + future cost
- * hence resistance to learning
- * need low barriers and high perceived present value
- -> Example - HCI book search:
- - value for people who have the book: helps you to look up things
- - value for those who don't: sort of online mini-encyclopaedia
- but also says "buy me"!!
- -> Value and organizational design:
- - Coercion الإكراه
- Tell people what to do --> value = keep your job
- - Enculturation
- Explain corporate values - establish support
- - Emergence
- Design process so that individual values --> organizational values
- -> Summary:
- - If you want someone to do something:
- 1. make it easy for them.
- 2. understand their values.
- --------------------------------------------------------------------------------
- PARADIGMS
- --------------------------------------------------------------------------------
- - Paradigms: predominant theoretical framworks or scientific world views
- Ex: Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics.
- - Why study paradigms?
- Concerns: How can an interactive system be developed to ensure its usability?
- How can the usability be demonstrated or measured?
- - History provides paradigms for usable designs.
- - understanding HCI history = understanding a series of paradigm shifts
- - New computing technologies arrive, new perception of the human-computer
- relationship is created.
- - The initial paradigm: Batch processing (impersonal computing)
- - Example Paradigm shifts:
- -> Time-sharing (interactive computing)
- -> Networking (community computing)
- -> Graphical displays (direct manipulation)
- -> Microprocessor (personal computing)
- -> WWW (global information)
- -> Ubiquitous computing
- - Time-sharing:
- -> Single computer supporting multiple users
- -> 1940s and 1950s explosive technological growth
- -> 1960s need to channel the power
- -> JCR Licklider at ARPA
- JCR = Joseph Carl Robnett
- ARPA = Advanced Research Projects Agency
- JCR Licklider becamse the director of Project MAC at MIT in 1968. The
- project had produced one of the first computer time-sharing system, CTSS.
- - Video Display Units:
- -> More suitable medium than papers (i.e, teletypes and printers)
- -> 1962 - Sutherlands' sketchpad
- -> one person's contribution could drastically change the history of computing
- - Programming Toolkits:
- -> Engelbart at Stanford Research Institute الراجل اللي اخترع الماوس
- -> 1963 - Augmenting Man's Intellect
- -> 1968 - NLS/Augment system demonstration (NLS=On-Line System)
- - Personal Computing:
- -> 1970s - Papert's LOGO language for simple graphics programming by children
- -> LOGO is not an acronym btw.
- -> A system is more powerful as it becomes easier to use
- -> Kay at Xerox PARC (PARC=Palo Alto Research Center) - the Dynabook.
- - Window systems and WIMP:
- -> Windows used for dialogue partitioning "to change the topic".
- -> 1981: Xerox Star: first commercial window system
- - Metaphor:
- -> Relating computing to real world activity is effective learning technique
- -> Examples:
- - LOGO's turtle dragging its tail
- - file management on an office desktop
- - word processing as typing
- - financial analysis on spreadsheets
- - virtual reality: user inside the metaphor
- -> Problems: some tasks do not fit a given metaphor - cultural bias
- - Direct Manipulation:
- -> 1982: Shneiderman describes the appeal of graphically-based interaction:
- + Visibility of objects
- + Incremental action and rapid feedback
- + Reversibility encourages exploration
- + Syntactic correctness of all actions
- + Replace language with actions
- -> 1984: Apple Macintosh
- -> The model-world metaphor
- -> WYSIWYG = What you see is what you get
- - Language vs action:
- -> Actions don't always speak louder than words.
- -> DM: interface replaces underlying system
- -> Language paradigm
- -> Interface as mediator
- -> Interface acts as intelligent agent
- -> Programming by example is both action and language.
- - Hypertext:
- -> 1945: Vannevar Bush desribed memex: a hypothetical proto-hypertext system.
- -> 1960: Nelson's Xanadu project
- -> Mid 1960s: Nelson described hypertext as non-linear browsing structure
- -> Hypermedia and multimedia
- - Multimodality:
- -> A mode is a human communication channel
- -> Multimodality is emphasis on simultaneous use of multiple channels for I/O
- - Computer Supported Cooperative Work (CSCW):
- -> Removes the bias of single user/single system
- -> can no longer neglect the social aspects
- -> example: email
- - The World Wide Web:
- -> Hypertext, as originally realized, was a closed system.
- -> HTTP protocol and HTML markup language.
- - Agent-based interfaces:
- -> Original interfaces: commands given to computer - language-based
- -> Direct Manipulation/WIMP: world representation of commands - action-based
- -> Agents: return to language by instilling proactivity and intelligence in
- command processor: Avatars, Natural Language Processing (NLP)
- - Ubiquitous Computing:
- -> The most profound technologies are those that disappear
- -> Late 1980: Computer became very apparent
- -> How to make it disappear?
- - shrink and embed/distribute it in physical world
- - design interactions that don't demand our intention
- - Sensor-base and context-aware interaction:
- -> How can we go from sensed physical measures to interactions that behave
- as if made “aware” of the surroundings?
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement