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MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction

MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction. Charles van der Mast. The Interaction. interaction models translations between user and system ergonomics physical characteristics of interaction interaction styles the nature of user/system dialog

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MKT project 1 & Mens-Machine-Interactie slides chapter 3 Dix et al. The interaction

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  1. MKT project 1 & Mens-Machine-Interactieslides chapter 3 Dix et al.The interaction Charles van der Mast

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

  3. models of interaction terms of interaction Norman model interaction framework

  4. 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

  5. goal execution evaluation system 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

  6. goal execution evaluation system 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

  7. goal execution evaluation system 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

  8. goal execution evaluation system 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

  9. 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

  10. O output S core U task I input Abowd and Beale framework extension of Norman… their interaction framework has 4 parts • user • input • system • output each has its own unique languageinteraction  translation between languages problems in interaction = problems in translation

  11. 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

  12. office– direct manipulation user interactswith artificial world industrial – indirect manipulation user interactswith real worldthrough interface issues .. feedback delays system plant interface immediate feedback instruments Indirect manipulation

  13. interaction styles dialogue … computer and user distinct styles of interaction  See Casus MKT 1 in1810

  14. 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

  15. elements of the wimp interface windows, icons, menus, pointers +++ buttons, toolbars, palettes, dialog boxes also see supplementary materialon choosing wimp elements

  16. 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

  17. Experience, engagement and fun designing experience physical engagement managing value

  18. Experience? • home, entertainment, shopping • 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

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

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

  21. state evident inmechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine compliant interaction

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