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Jan 18th, 2015
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  1.  
  2. --------------------------------------------------------------------------------
  3. INTERACTION
  4. --------------------------------------------------------------------------------
  5.  
  6. - Interaction Models
  7. - Ergonomics (physical characteristics of interaction - الأريحية)
  8. - Interaction Styles
  9. - Context (social - organizational - motivational)
  10.  
  11. --------------------------------------------------------------------------------
  12. INTERACTION MODELS
  13. --------------------------------------------------------------------------------
  14.  
  15. - Terms:
  16. -> Domain: Area of work under study (ex: graphic design)
  17. -> Goal: What you wanna achieve
  18. -> Task: How you go about doing it in terms of operations and actions.
  19.  
  20. - Donald Norman's Model:
  21. -> Concentrates on user's view of the interface
  22. -> Consists of seven stages [USER EFSEPIE]:
  23. 1- User establishes the goal
  24. 2- formulates intention
  25. 3- specifies actions at interface
  26. 4- executes actions
  27. 5- perceives system state
  28. 6- interprets system state
  29. 7- evaluates system state w.r.t goal
  30. -> Execution/Evaluation Loop:
  31. +----- Goal <-----+
  32. Execution | | Evaluation
  33. +---> System -----+
  34. -> Human Errors:
  35. * Slip:
  36. ^_^ Understand system/goal.
  37. ^_^ Correct formulation of action.
  38. >_< Incorrect action.
  39. FIX Better Interface design
  40. * Mistake:
  41. >_< May not even have right goal.
  42. FIX Better understanding of system
  43.  
  44. - Abowd and Beale's Model:
  45. -> Extension of Norman.
  46. -> Has four parts: --> User --> input --> system --> output -->
  47. -> Each part has its own language
  48. -> Interaction = translation between languages
  49. -> Problems in interaction = problems in translation
  50. -> Full story:
  51. - User intentions translated into actions on interface (input)
  52. - actions translated into alteration in system state (system)
  53. - reflected in the output display (output)
  54. - interpreted by the user (user)
  55. -> Abowd and Beale:
  56. - Not restricted to electronic computers
  57. - Identifies all elements of interaction
  58. - Allows comparative assessment of systems
  59. - An abstraction
  60.  
  61. --------------------------------------------------------------------------------
  62. ERGONOMICS
  63. --------------------------------------------------------------------------------
  64.  
  65. - Study of physical characteristics of interaction
  66. - Defines standards/guidelines for constraining the way we design systems
  67. - Examples:
  68. -> Arrangement of controls and displays:
  69. Controls grouped according to: function - frequency of use - sequentially
  70. -> Surrounding Environment:
  71. Seating adaptable to cope with all sizes of user
  72. -> Health Issues:
  73. Physical position - environmental conditions (temperature, humidity) -
  74. lighting - noise.
  75. -> Use of color:
  76. Red warning - green for okay - awareness of colour-blindness
  77. - Context matters!
  78. | Office | Industrial
  79. ---------------+---------+------------
  80. Type of Data | Textual | Numeric
  81. Rate of Change | Slow | Fast
  82. Environment | Clean | Dirty (The oil soaked mouse, LOL w kda -_-)
  83. - Industrial Interface:
  84. -> Tranditional: Dials (أقراص شبه تليفونات زمان) and Knobs (شبه في البوتاجاز)
  85. -> Now: Screens and keypads and dala3 mase5...
  86. - Glass Interface:
  87. >> Cheap - flexible - multiple representations - precise values
  88. << Not physically located - loss of context - complex interfaces
  89. - Indirect Manipulation:
  90. -> Office (direct): User interacts with artificial world
  91. -> Industrial (indirect): User interacts with real world through interface
  92. -> Issues of industrial: Feedback - delays
  93.  
  94. --------------------------------------------------------------------------------
  95. INTERACTION STYLES
  96. --------------------------------------------------------------------------------
  97.  
  98. - Common Styles: Command Line Interface - Menus - Natural Language -
  99. Question/Answer and Query Dialogue - WIMP - 3D interfaces -
  100. Form-fills and spreadsheets - Point and Click
  101.  
  102. - Command Line Interfaces:
  103. + Suitable for repetitive tasks
  104. + Better of expert users than novices (NOT TRUE BTW)
  105. + Offers direct access to system functionality B-)
  106. + Command Names/Abbreviations should be meaningful
  107. + Typical Examples: UNIX - Quafios 1.0.1
  108.  
  109. - Menus:
  110. + Set of options displayed on screen
  111. + Options visible so less recall + easier to use
  112. + Options rely on recognition so names should be meaningful
  113. + Selection by Numbers/letters/arrow keys/mouse/combinations
  114. + Often options are hierarchially grouped
  115. + Restricted form of full WIMP
  116. + Examples: FDISK - GRUB BOOT MENU
  117.  
  118. - Natural Language:
  119. + Speech recognition or typed natural languages
  120. - Problems: Vague - Ambiguous - Hard to do well
  121. + Solutions: Try to understand subset - pick on keywords
  122. + Examples: The robot of interstellar movie.
  123.  
  124. - Query Interfaces:
  125. -> Question/Answer interfaces
  126. + good for novices but restricted functionality
  127. + often used in information systems
  128. -> Query Languages (SQL)
  129. + requires understanding of database structure and language syntax
  130. + requires some expertise
  131.  
  132. - Form-fills:
  133. + Primarily for data entry or data retrieval
  134. + Requires good design + obvious correction facilities
  135. + Example: Google forms
  136.  
  137. - Spreadsheets:
  138. + First spreesheet: VISICALC
  139. + Followed by: Lotus 1-2-3
  140. + OpenOffice.org Math most common today (not MS EXCEL as the slides claim)
  141. + sophisticated variation of form filling
  142.  
  143. - WIMP:
  144. + Windows/Icons/Menus/Pointers
  145. + Windows/Icons/Mice/Pull-down menus
  146. + Example: Quafios 2
  147.  
  148. - Point and Click:
  149. + Used in multimedia/web browsers/hypertext
  150. + Minimal Typing
  151.  
  152. - Three-dimensional interfaces:
  153. + Virtual reality
  154. + Ordinary window systems but 3D workspaces:
  155. -> light and occlusion give depth
  156. -> distance effects
  157.  
  158. --------------------------------------------------------------------------------
  159. ELEMENTS OF WIMP
  160. --------------------------------------------------------------------------------
  161.  
  162. - Windows:
  163. -> Areas of screen that behave as if they are independent
  164. -> Scrollbar: move the contents of the window up/down or from side to side
  165. -> Title bars: describe the name of the window
  166.  
  167. - Icons:
  168. -> Small picture representing some object in the interface (window or action)
  169. -> Windows can be closed down (iconized, the era of Windows 3.1 and NeXTSTEP)
  170.  
  171. - Menus:
  172. -> Choice of operations/services offered on the screen
  173. -> Problem: too many options take a lot of screen space
  174. -> Solution: Pop-up!
  175. -> Menu bar (top of screen):
  176. - pull-down menu: mouse hold and drag down (i think like windows 1.01)
  177. - drop-down menu: mouse click reveals menu (like today - القوائم المنسدلة)
  178. - fall-down menu: mouse just moves over bar (store.fut-electronics.com)
  179. -> Contextual Menus:
  180. - pop-up menus: actions for selected objects (القوائم المنبثقة)
  181. - pie menus (arranged in a circle): easier, quicker, but not widely used.
  182. -> Cascading Menus:
  183. - menu selection opens new menu (hierarchial menu structure)
  184. - "and so in ad infinitum"
  185. -> Keyboard Accelerators:
  186. - Key combinations - same effect as menu item
  187. - Active when menu open (Usually first letter, like P in edit menu = paste)
  188. - Active when meny closed (like Ctrl+V to paste)
  189. -> Menus design issues:
  190. - which kind to use (pull-down, pop-up, etc...)
  191. - what to include in menus
  192. - words to use
  193. - how to group items
  194. - choice of keyboard accelerators
  195.  
  196. - Pointers:
  197. -> Uses mouse/trackpad/joystick/trackball/cursor keys/keyboard shortcuts
  198. -> Wide variety of graphical images (arrow, cross, hand, etc...)
  199.  
  200. - Buttons:
  201. -> Can be selected to invoke an action
  202. -> Special kinds: - radio buttons (mutually exlusive chocies)
  203. - check buttons (non-exlusive choices)
  204.  
  205. - Toolbars:
  206. -> Long lines of icons
  207. -> Fast access to common actions
  208. -> Often customizable (choose which toolbars to see + what options are on it)
  209.  
  210. - Palettes and tear-off menus:
  211. -> Problem: menu not there when you want it
  212. -> Solution: - Palettes: little windows of actions (like in photoshop/VS.NET)
  213. - Tear-off and pin-up menus (menu tears off to become palette)
  214.  
  215. - Dialogue boxes:
  216. -> Information windows that pop up to inform events or request info.
  217.  
  218. --------------------------------------------------------------------------------
  219. INTERACTIVITY
  220. --------------------------------------------------------------------------------
  221.  
  222. -> Speech-driven Interfaces (rapidly improving but still inaccurate)
  223. -> Look and feel:
  224. WIMP systems have the same elemnts (windows, icons, blah blah)
  225. But different systems behave differently (Mac OS X menus vs Windows menus)
  226. Appearance + Behaviour = Look and feel
  227. -> Initiative: Old Question/Answer: Computer, WIMP: user
  228. WIMP exceptions: preemptive parts of the interface (like dialogue boxes)
  229. -> Error and repair:
  230. Can't always avoid erros, but we can put them right
  231. Make it easy to detect errors so the user can repair them
  232. -> Context:
  233. - Interaction affected by social/organizational context
  234. - Other people: desire to impress - competition - fear of failure
  235. - Motivation: fear - allegiance - ambition - self-satisfaction
  236. - Inadequate Systems: Cause frustration and lack of motivation
  237.  
  238. --------------------------------------------------------------------------------
  239. EXPERIENCE, ENGAGEMENT, AND FUN
  240. --------------------------------------------------------------------------------
  241.  
  242. - first you gain experience
  243. - then you engage
  244. - finally, you have fun.
  245.  
  246. - Experience?
  247. -> Home, entertainment, shopping
  248. -> Psychology of experience:
  249. * flow (Csikszentimihalyi) (i just copied/pasted it)
  250. * balance between anxiety and boredom
  251. -> Education
  252. * things you can just do with help
  253. -> Wider
  254. * Literary analysis, film studios, drama
  255.  
  256. - Designing Experience:
  257. -> Real Cracker:
  258. Cheap and cheerful - bad joke/plastic toy/paper hat - pull and bang
  259. -> Virtual Cracker:
  260. cheap and cheerful - bad joke/web toy/cut-out mask - click and bang
  261. -> 1) Sender fills in web form
  262. 2) Recipient receives email
  263. 3) Recipient opens email to find the cracker page "closed"
  264. 4) Recipient clicks on "open" and the cracker opens very slowly
  265. 5) Cracker opens: msg + joke + mask to be printed and cut-out/worn + webtoy
  266. 6) Sender watches the progress
  267. -> The cracker experience:
  268.  
  269. | | Real Cracker | Virtual Cracker
  270. ------------+---------------+--------------------+-----------------------
  271. Surface | design | cheep and cheerful | simple page/graphics
  272. Elements | play | plastic toy & joke | web toy & joke
  273. | dressing up | paper hat | mask to cut out
  274. ------------+---------------+--------------------+-----------------------
  275. | shared | offered to another | sent by email
  276. | co-experience | pulled together | hide content till "open"
  277. Experienced | Excitement | cltr. connotations | recruited expectation
  278. Effects | Hiddenness | contents inside | first page closed
  279. | Suspense | Pulling cracker | slow page change
  280. | Surprise | bang (when works) | WAV file (when works)
  281.  
  282. -> Physical design constraints:
  283. - Ergonomic: minimum button size
  284. - Physical: High-voltage switches are big
  285. - Legal and safety: High cooker controls
  286. - Context and environment: Easy to clean
  287. - Aesthetic: Must look good
  288. - Economic: not cost too much!
  289.  
  290. -> Design trade-offs (because constraints are contradictory):
  291. - Within categories:
  292. Safety(cooker controls):
  293. * front panel safer for adults
  294. * rear panel safer for children
  295. - Between categories:
  296. MiniDisc remote: ergonomics vs physical
  297. Ergonomics: controls need to be bigger
  298. Physical: No room!
  299. Solution: Multifunction controls + reduced functionality
  300.  
  301. -> Fluidity السيولة
  302. Do physical aspects reflect logical effect?
  303. - Logical state revealed in physical state? (on/off buttons)
  304. - Inverse actions inverse effects? (arrow buttons, twist controls)
  305.  
  306. -> Spring back controls أزرار التحكم ام سوستة - زي في موبايلات نوكيا القديمة:
  307. - one-shot buttons - joystick - some sliders
  308. - Good: large selection sets
  309. - Bad: hidden state (you don't some option is on or off maslan)
  310.  
  311. -> Physical Layout:
  312. - Logical Relationship: spatial grouping
  313.  
  314. -> Compliant Interaction:
  315. - Mechanical buttons shows and controls state
  316. - Rotary knobs can be controlled by user/machine مفتاح ضبط برنامج الغسالة
  317.  
  318. -> Managing Value:
  319. - People use something only if it has perceived value + value exceeds cost
  320. - Exception for this law: habit.
  321. - Value not necessarily personal gain or money.
  322. - Weighing up value: helps get my work done - fun - good for others
  323. - Cost: download time - money - learning effort
  324.  
  325. -> Discounted future:
  326. - In economics, net present values (NPV) - صافي القيمة الحالية:
  327. discount by (1+rate)^(years to wait)
  328. - In life, people heavily discount:
  329. * future value + future cost
  330. * hence resistance to learning
  331. * need low barriers and high perceived present value
  332.  
  333. -> Example - HCI book search:
  334. - value for people who have the book: helps you to look up things
  335. - value for those who don't: sort of online mini-encyclopaedia
  336. but also says "buy me"!!
  337.  
  338. -> Value and organizational design:
  339. - Coercion الإكراه
  340. Tell people what to do --> value = keep your job
  341. - Enculturation
  342. Explain corporate values - establish support
  343. - Emergence
  344. Design process so that individual values --> organizational values
  345.  
  346. -> Summary:
  347. - If you want someone to do something:
  348. 1. make it easy for them.
  349. 2. understand their values.
  350.  
  351. --------------------------------------------------------------------------------
  352. PARADIGMS
  353. --------------------------------------------------------------------------------
  354.  
  355. - Paradigms: predominant theoretical framworks or scientific world views
  356. Ex: Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics.
  357.  
  358. - Why study paradigms?
  359. Concerns: How can an interactive system be developed to ensure its usability?
  360. How can the usability be demonstrated or measured?
  361.  
  362. - History provides paradigms for usable designs.
  363.  
  364. - understanding HCI history = understanding a series of paradigm shifts
  365.  
  366. - New computing technologies arrive, new perception of the human-computer
  367. relationship is created.
  368.  
  369. - The initial paradigm: Batch processing (impersonal computing)
  370.  
  371. - Example Paradigm shifts:
  372. -> Time-sharing (interactive computing)
  373. -> Networking (community computing)
  374. -> Graphical displays (direct manipulation)
  375. -> Microprocessor (personal computing)
  376. -> WWW (global information)
  377. -> Ubiquitous computing
  378.  
  379. - Time-sharing:
  380. -> Single computer supporting multiple users
  381. -> 1940s and 1950s explosive technological growth
  382. -> 1960s need to channel the power
  383. -> JCR Licklider at ARPA
  384. JCR = Joseph Carl Robnett
  385. ARPA = Advanced Research Projects Agency
  386. JCR Licklider becamse the director of Project MAC at MIT in 1968. The
  387. project had produced one of the first computer time-sharing system, CTSS.
  388.  
  389. - Video Display Units:
  390. -> More suitable medium than papers (i.e, teletypes and printers)
  391. -> 1962 - Sutherlands' sketchpad
  392. -> one person's contribution could drastically change the history of computing
  393.  
  394. - Programming Toolkits:
  395. -> Engelbart at Stanford Research Institute الراجل اللي اخترع الماوس
  396. -> 1963 - Augmenting Man's Intellect
  397. -> 1968 - NLS/Augment system demonstration (NLS=On-Line System)
  398.  
  399. - Personal Computing:
  400. -> 1970s - Papert's LOGO language for simple graphics programming by children
  401. -> LOGO is not an acronym btw.
  402. -> A system is more powerful as it becomes easier to use
  403. -> Kay at Xerox PARC (PARC=Palo Alto Research Center) - the Dynabook.
  404.  
  405. - Window systems and WIMP:
  406. -> Windows used for dialogue partitioning "to change the topic".
  407. -> 1981: Xerox Star: first commercial window system
  408.  
  409. - Metaphor:
  410. -> Relating computing to real world activity is effective learning technique
  411. -> Examples:
  412. - LOGO's turtle dragging its tail
  413. - file management on an office desktop
  414. - word processing as typing
  415. - financial analysis on spreadsheets
  416. - virtual reality: user inside the metaphor
  417. -> Problems: some tasks do not fit a given metaphor - cultural bias
  418.  
  419. - Direct Manipulation:
  420. -> 1982: Shneiderman describes the appeal of graphically-based interaction:
  421. + Visibility of objects
  422. + Incremental action and rapid feedback
  423. + Reversibility encourages exploration
  424. + Syntactic correctness of all actions
  425. + Replace language with actions
  426. -> 1984: Apple Macintosh
  427. -> The model-world metaphor
  428. -> WYSIWYG = What you see is what you get
  429.  
  430. - Language vs action:
  431. -> Actions don't always speak louder than words.
  432. -> DM: interface replaces underlying system
  433. -> Language paradigm
  434. -> Interface as mediator
  435. -> Interface acts as intelligent agent
  436. -> Programming by example is both action and language.
  437.  
  438. - Hypertext:
  439. -> 1945: Vannevar Bush desribed memex: a hypothetical proto-hypertext system.
  440. -> 1960: Nelson's Xanadu project
  441. -> Mid 1960s: Nelson described hypertext as non-linear browsing structure
  442. -> Hypermedia and multimedia
  443.  
  444. - Multimodality:
  445. -> A mode is a human communication channel
  446. -> Multimodality is emphasis on simultaneous use of multiple channels for I/O
  447.  
  448. - Computer Supported Cooperative Work (CSCW):
  449. -> Removes the bias of single user/single system
  450. -> can no longer neglect the social aspects
  451. -> example: email
  452.  
  453. - The World Wide Web:
  454. -> Hypertext, as originally realized, was a closed system.
  455. -> HTTP protocol and HTML markup language.
  456.  
  457. - Agent-based interfaces:
  458. -> Original interfaces: commands given to computer - language-based
  459. -> Direct Manipulation/WIMP: world representation of commands - action-based
  460. -> Agents: return to language by instilling proactivity and intelligence in
  461. command processor: Avatars, Natural Language Processing (NLP)
  462.  
  463. - Ubiquitous Computing:
  464. -> The most profound technologies are those that disappear
  465. -> Late 1980: Computer became very apparent
  466. -> How to make it disappear?
  467. - shrink and embed/distribute it in physical world
  468. - design interactions that don't demand our intention
  469.  
  470. - Sensor-base and context-aware interaction:
  471. -> How can we go from sensed physical measures to interactions that behave
  472. as if made “aware” of the surroundings?
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