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CMT 3210, Week 9. Interaction As a Topic in Its Own Right. Topics. Paradigms for interaction Direct manipulation Visual and spatial representations, visual thinking Object action interface model (OAI) Conversation based interaction (command line style) Speech acts Conversation for action
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CMT 3210, Week 9 Interaction As a Topic in Its Own Right
Topics • Paradigms for interaction • Direct manipulation • Visual and spatial representations, visual thinking • Object action interface model (OAI) • Conversation based interaction (command line style) • Speech acts • Conversation for action • Structure of every day conversations
Direct manipulation You act in the computer’s world Act on work-domain objects Windows, Mac Affordances: pressability, dragability, turnability, etc Paradigms for Interaction
Paradigms for Interaction • “Conversation-based” interfaces • You ask the computer to act on your behalf • Actions expressed in a command language • “Command line” interfaces (Unix, DOS) • Syntax is important bob12> ls letter.doc letter-old.doc paper.dvi paper.log paper.ps paper.tex bob12> cp paper.ps backup.ps bob12> lpr paper.ps
Characteristics of Direct Manipulation • Continuous representation of objects of interest • Physical actions or labelled buttons instead on complex syntax • Rapid incremental reversible operations, whose impact is immediately visible • WYSIWYG principle: What you see is what you get. (1990)
Visual & Spatial Representations • Spreadsheets (Visicalc, Lotus notes, Excel) • (Video-) Games (PONG, Gameboy,…) • Computer-aided Design (CAD) • Computer-aided Manufacturing (CAM) • Office automation (Word, Macintosh programs, Windows) • Information from databases.
Advantages of Direct Manipulation • Virtuality: • Representation of reality that can be manipulated • Transparency • User applies intellect to the task at hand, the tool itself seems to disappear into the background • Problem solving and learning by using virtual/physical objects • Retention and manipulation of physical, spatial or visual objects is easier
Problems • Visual representations can be space consuming • Consequences: scrolling or deeper layers • Users have to learn the meaning of visual representations e.g. Icons • Using a mouse can be slower than typing • Visual representations can be ambiguous and misleading • Visual representations can be inappropriate for certain type of information. • Clarity: “Stop” is clearer than any sign • Amount and detail of Information required: text
Structure of Visual Objects, Particularly Icons • Lexical qualities • Pixel shape, colour, brightness, blinking • Syntactics • Appearance and movement: lines, patterns, modular parts, size, shape • Semantics • Type of objects represented: concrete vs. Abstract, part vs. Whole
Structure of Visual Objects, Particularly Icons • Pragmatics • Overall legibility, utility, identifiability, memorability, appeal • Dynamics • Receptivity to clicks: Highlightening, dragging, combining, etc.
Universe Intention atoms steps Actions Objects Task Object Action Interface Model
Object Action Interface Model Metaphor Plan pixels clicks Actions Objects Interface
Stages of Development (Piaget) • Sensorimotor (birth to 2 years) • Touching, grabbing, smelling, tasting,… • Pre-operational (2 to 7 years) • Differentiation of shapes, colours, texture, etc • Concrete operational (7 to 11 years) • Manipulation of physical objects • Formal operations (11+ years ) • Symbol manipulation
Conversation Based Interaction • User asks the computer to do something on his/her behalf • Syntax is important • Can we learn something for these interfaces from language and interaction theories?
Language and Interaction • Linguists understand language on three levels: • Syntax • the surface structure of a communication • Semantics • what it means • Pragmatics • what to do about it
Language and Interaction, Example 1 • In the bar: “Do you have any peanuts?” • Syntax: Sentence-Question, do-auxiliary verb, have-verb, peanuts-noun (plural), etc. • Semantics: Somebody asks for peanuts. • Pragmatics: Give him/her peanuts, reject request, ignore request, divert conversation,…
Language and Interaction Example 2: • From the compiler: “error 87 at line 36.” • Syntax: incomplete sentence, error-noun, 87-number, at-preposition, line-noun, 36-number. • Semantics: the compiler detected an error, while compiling the source code at line 36. (That does not necessarily mean that the mistake in the source code is at line 36.) • Pragmatics: go back to source code and check from line 36 backwards.
Language and Action • The “language/action perspective”: Speech Acts • Language is used to do things, change the state of the world, etc. (Not just to describe) • Utterances are designed to carry out "speech acts" • Speech acts used as part of dialogue between people • Types of speech acts categorise the different functions of utterances
Speech Acts…. • Assertives • commit the speaker to something being the case • Directives • attempt to get the listener to do something • Commissives • commit the speaker to some course of action • Expressives • express a psychological state • Declarations • bring about a state of affairs
A: two pints of lager please B: coming right up A: thanks A: two pints of lager please B: the lager's off A: I'll have bitter then B: coming right up A: thanks Speech Acts and Dialogue A: two pints of lager please B: would you like bitter instead A: don't think I'll bother B: suit yourself
Conversations for Action A: Declare A: Request B: Promise B: Assert A: Declare 1 2 3 4 5 A: Renege B: Counter A: Counter A: Reject 7 6 8 9
Potential Applications • Structure of human-computer dialogues • Can we capture the range of human-computer interactions in a similar way? • Categorisations of actions? Or task sequences? • Computer support for human-human dialogues • Specialised communication tools? • Knowing about the structure of conversations can allow special kinds of support to be provided • Project management tools
Questions: • Similarities and differences between human-human interaction and human-computer interaction. • Similarities: messages going back and forth • Differences: context sensitivity, non-verbal communication, humor, ‘repair actions’ in case of misunderstanings, metacommunication, etc. • Are humans interacting with a computer or are they interacting with the organisation behind the computer (e.g. cash machines)?
Properties of Language • Speech acts considered too restrictive • Study the way language used in ordinary conversation: • Openings, closings, adjacency pairs
Openings and Closings: Example A: Do you want another pint? B: what's the time? A: ten to ten B: OK, yes thanks Opening Opening Closing Closing
bob12> cp paper.ps temp Disc full bob12> rm paper-old Removed paper-old bob12> cp paper.ps temp copied paper.ps bob12> Openings and Closings Opening ? Opening Closing Opening Closing
Action-response pairs First part proposes some joint task Second part may “take up” task of the first Different forms of take-up A: who is speaking? B: it’s Bob Fields C: is he going to the US? D: well, I heard that …. E: who is calling? F: can I leave a message? Adjacancy Pairs
Design Applications? • Structure of human-computer conversations • match openings and closings or • categorise responses in dialogue using adjacency pairs?
Summary • Paradigms for interaction: • direct manipulation • conversation-based / command-line • Visual representation and OAI models • Language/action perspective • Conversation analysis • openings, closings and adjacency pairs
Further reading E. Hutchins, J. Hollan & D. Norman (1986) Direct Manipulation Interfaces. In Norman & Draper (eds, 1986) User Centred System Design. LEA. T. Winograd & F. Flores (1987) Understanding computers and cognition: a new foundation for design. Addison-Wesley. H. Clark (1997) Using Language. CUP.