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Interaction Paradigms

Interaction Paradigms. Windows and WIMPs Engelbart, Xerox ALTO and Star Metaphors Increase initial familiarity (desktop, desk) Inadequacy in promoting or supporting full understanding (disk to trash) Direct manipulation (DM). Characteristics of DM Systems.

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Interaction Paradigms

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  1. Interaction Paradigms • Windows and WIMPs • Engelbart, Xerox ALTO and Star • Metaphors • Increase initial familiarity (desktop, desk) • Inadequacy in promoting or supporting full understanding (disk to trash) • Direct manipulation (DM)

  2. Characteristics of DM Systems • Replacement of common-language syntax by direct manipulation of the objects of interest • Continuous visibility of objects and actions of interest • Rapid, reversible, incremental actions

  3. VisiCalc instantly calculating electronic spreadsheet “the software tail that wags (and sells) the PC dog”, Ben Rosen Lotus 1-2-3, Microsoft Excel graphics, 3D, multiple windows, databases Early DM Systems

  4. PONG Space Invaders, Missile Command, Centipede Maze games: PacMan, Donkey Kong 3D games: Doom, Duke Nukem, Myst DM and Games

  5. Features of Games • Internal locus of control • Continuous feedback (score) • Entertainment and challenge of mastery • Focus on task, limited distractions • New I/O devices • User interface advances • Advanced graphical techniques

  6. DM and Text Editing • Line-oriented editors • Work with a single line at a time • Example: ed • Full-page display editors • View full screen of text, edit directly • Examples: vi, emacs • Point-and-click editors • Use mouse for selection, moving • Example: xemacs

  7. WYSIWYG • What You See Is What You Get • Document printed in on-screen format • Cursor action visible, controls obvious • Labeled icons for actions • Results of actions displayed immediately • Actions are easily reversible

  8. Advantages of DM • Easy to learn and remember • Direct WYSIWYG • Flexible, easily reversible actions • Context and visual feedback • Exploits use of visual spatial cues • Limits types of errors

  9. What you see is all you get Wastes screen space Difficult to convey some meanings Visual representations can be misleading Mouse can be slow Not self-explanatory Not good at Repetition History storage and display Certain tasks with no manual equivalent Macro creation Drawbacks of DM

  10. Beyond DM • General level of user sophistication is rising • Many regular users of multiple applications, web, email • Pervasive network makes it possible to collaborate • No longer single individual in front of a computer • Information overload creates strong requirements • Need more help in finding, organizing, analyzing • Speed, flexibility of PCs growing rapidly • (Though network delays pull back in opposite direction) • Permits complex visualizations, high bandwidth I/O • But also technologies based on embedded microchips...

  11. Alternatives to DM • Hypertext and the World Wide Web • Vannevar Bush and Memex • CSCW and groupware • Agent-based interfaces • Eager cat, Microsoft Clip-it • Ubiquitous computing • Mark Weiser and the dangling string

  12. From Mac to Anti-Mac

  13. What Is CSCW? • Computer Supported C--------- Work • Cooperative • Collaborative • Competitive • Design and evaluation of new technologies to support social work processes • Fusion of sociology and computing • Creation of groupware systems

  14. CollaborationThe Time-Space Matrix Synchronous Asynchronous Shared file system Group intranet Version control Knowledge management Post-it notes Decision support software Electronic brainstorming Digital whiteboards Voting, real-time comments Face-to-face discussions Co-located Video/audio conferencing Text chat, messaging Shared editors MUDs and MOOs Virtual meeting rooms Email, listservs Newsgroups Web forums MUDs and MOOs Document annotations Remote

  15. Why Does CSCW Fail? • Disparity between who does work and who gets benefit • Threats to existing power structures • Insufficient critical mass of users • Violation of social taboos • Arguments over measures of success

  16. Software Agents • Work on behalf of users within the electronic world • Perform repetitive tasks, watch and respond to events, learn from user’s actions • Use natural language input to leverage familiarity (ambiguity? clarity?)

  17. A Simple Agent • Email filters with if-then rules • if (to=mccricks) then (priority=1) • if (to=cs5714) then (priority=2) • if (to=cs2604) then (priority=3) • if (cc=mccricks) then (priority=4) • Determine actions performed on certain kinds of mail messages

  18. An Early Agent: EAGER • Problem: how to display generalizations to user • Solution: anticipate and automate repetitive tasks • EAGER works invisibly until it detects a pattern in the user’s actions • Once a pattern is detected, EAGER uses highlighting to show what it expects the user to do next • Once the user is confident that EAGER knows what to do, s/he can allow EAGER to complete the task • Developed by Allan Cypher

  19. What EAGER Does • Observes user actions • Logs high level events • Detects loops • Tries to anticipate user actions • If the user sees that EAGER is anticipating the right pattern, EAGER can complete the rest of the task

  20. Recommender Systems • Mediate, support, and automate the process of sharing recommendations • Generates communities of people with common interests • Examples: • Eat at restaurant with lots of patrons • Rent movie that a friend liked • Buy album voted “Best of the Year”

  21. Ubiquitous Computing • Mobile devices bring new set of UI requirements • Miniaturization, physical robustness, interoperability • Effective UIs for a range of small physical devices • High bandwidth connections may not be available • Increased chance of two or more tasks in parallel, i.e. because no longer in traditional work environment • Augmented reality pushes computing into world • Any old object may now have computational powers • BUT will people expect this? Know how to interact? • Leveraging existing affordances— roomware that you simply drag around to configure an ad hoc network

  22. Calm Technology • Weiser and Brown, Calm Technology • Natalie Jeremijenko’s Dangling String

  23. Tangible Bits • Give physical form to digital information • Make use of ambient media (light, sound, airflow, water movement) • Ishii, Ullmer, Wisneski, Brave, Dahley

  24. Information Percolator • Heiner, Hudson, Tanaka, Ambient Information Display in a Decorative Object

  25. Digital but Physical Surrogates • Tangible representations of remote people • Greenberg, Kuzuoka

  26. Leverage objects in the real world using X10 devices Provide an API similar to those for traditional widgets Support temporal events similar to animation toolkits Real World Interfaces

  27. Virtual Environments • 3D simulation of a concrete populated world • User navigates, interacts directly with objects of interest • Assumes novel input and output techniques • E.G., haptic feedback (pressure), gestures, eye gaze • Veridicality versus magic that extends real world • Where, how much, how to convey magic to users? • How much immersion, i.e., drawn into simulation • High engagement, but may induce nausea, disorientation • Gear needed for full immersion awkward, fatiguing • Desktop VR often a good compromise (e.g., VRML)

  28. Notification Systems

  29. research area seminar intro fields defs recent vision goals initiatives Human-Computer Interaction • Experimental & • Engineering • Psychology Computer Supported Collaborative Work Information Visualization Cognitive Engineering Display Design Statistics Graphic Methods Focal Displays Ubiquitous Systems Attention, Time-Sharing & Workload Analysis Systems Engineering Notification Systems Usability Engineering

  30. HCI and Emerging Paradigms • By definition, interaction techniques are not yet standard practice • Design ideas may not be feasible (or may not be helpful) • Usability engineering methods help us define proper techniques

  31. Tuesday Activity • Read Vannevar Bush’s “As We May Think” essay • Consider how elements in the essay foreshadowed advances in the field of study for your project • Speculate on elements in the essay that may yet come to pass as well as things that we now know will not • Take a scenario/claims approach to your analysis

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