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The Interaction. PASCA – PIO GUNADARMA UNIVERSITY DEC 2012. Overview. Interaction Models understand human-computer communication Ergonomics Physical characteristics of interaction Context Social Organizational. Task Analysis. Domain - area of expertise e.g. web site design
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The Interaction PASCA – PIO GUNADARMA UNIVERSITY DEC2012
Overview • Interaction Models • understand human-computer communication • Ergonomics • Physical characteristics of interaction • Context • Social • Organizational
Task Analysis • Domain - area of expertise • e.g. web site design • Concepts - important aspects • e.g. HTML, Java, JPEG, editor, browser • Task - operation within domain • e.g. design a web page • Intention - specific action toward goal • e.g. insert a picture here
The human action cycle is a psychological model which describes the steps humans take when they interact with computer systems The three stages of the human action cycle (goal formation, execution and evaluation). The model is divided into three stages of seven steps in total, and is (approximately) as follows: Goal formation stage 1. Goal formation. Execution stage 2. Translation of goals into a set of (unordered) tasks required to achieve the goal. 3. Sequencing the tasks to create the action sequence. 4. Executing the action sequence. Evaluation stage 5. Perceiving the results after having executed the action sequence. 6. Interpreting the actual outcomes based on the expected outcomes. 7. Comparing what happened with what the user wished to happen.
The Execution-Evaluation Cycle • Execution • Establish the goal • Form the intention • Specify the action sequence • Execute the action • Evaluation • Perceive the system state • Interpret the system state • Evaluate the system state
Pressing a Button • Goal: See what’s underneath a window • Intention: Click the minimize button • Sequence: Find, move, click • Execute: Move hand, press finger down • Perceive: Open eyes, look • Interpret: Button pressed, window smaller • Evaluate: Mission accomplished
Problems • Gulf of Execution • How do I do X? • Actions allowed by system should correspond to those intended by user • Gulf of Evaluation • What just happened? • Distance between physical presentation and the expectation of the user
Interaction Framework Interface O Output observation presentation S Core U Task performance I Input articulation
O Output observation presentation S Core U Task performance I Input articulation Turning on the Lights
O Output observation presentation S Core U Task performance I Input articulation Turning on the Lights power photons lights circuit wiring flip switches
O S U I The Framework and HCI Social Context Screen Design Ergonomics Dialog Design
The Ergonomics of Arrangement • Functional • Related contols and displays grouped • Multiple device remote controls • Sequential • Controls and displays grouped by task order • Real menus • Frequency • Frequently used controls easier to access
Physical Ergonomics • How comfortable is the user? • Position - fatigue • Temperature - concentration • Lighting - eyestrain or glare • Noise - hearing loss • Time - exposure • Color - eyestrain, color blindness
Social Context • How does social context affect interaction? • Others - desire to impress, competition, fear of failure • Motivation - fear, allegiance, ambition, self-satisfaction • Inadequate systems cause frustration, lack of motivation
Interaction Styles • What is the nature of the interface? • Command line • Menus • Natural language • Query dialog • Forms • WIMP (Window, Icon, Menu, Pointer)
Command Line • First interactive dialog style • Direct - no parsing through choices • Flexible - options, iteration • Memory - commands must be memorized • Consistent, meaningful names • vocabulary of the user • Slow learning curve
Menus • Shows available choices • Faster learning curve • Familiar from dining out • Indirect - parse through all options • Text or graphics • Keyboard or mouse • Press the Windows key
Natural Language • Most attractive at first glance • Ambiguous sentences • The man hit the boy with the stick • Who is holding the stick • Ambiguous words • Cumbersome • Fast learning curve • Invoke the stupid paper clip
Query Dialog • Questions and Answer • Multiple choice, true/false or codes • Fast learning curve • Restricted domains • E.g. setting up an O/S • Save the presentation to HTML
Forms • Familiarity with paper forms • Slots to fill information in • Some slots blank • Easy movement (e.g. tab key, mouse) • Fast learning curve • Direct • Add student to rolodex
WIMP • Windows • Icons • Menus • Pointers • Also… • Buttons • Pallettes • Dialog Boxes
Windows • Multiple simultaneous tasks on screen • Layout policies • Tiling - adjacent windows • Cascading - overlapping windows • Scrollbars - displayed portion of contents • Decorations • title • minimize, maximize, close buttons
Icons • Simple pictoral representations • Minimized windows • System elements • Garbage can • Floppy disk • Folder • Globe
Pointers • Manifestation of the mouse on the screen • Basically a moving icon • shape indicates mode • arrow • hourglass • cross hairs • hot spot - pixel that pointer pointing at
Menus • Ordered lists of operations • Selected item is highlighted • Cascading sub-menus • Menu bar • horizontal menu • cascading vertical sub-menus • Popup menus
More menus • Pinned menus • Keep popular items on the screen • Indicated with a thumbtack icon • Keyboard accelerators • Function keys, alt-keys • Efficient expert operation • Pie menus
Menu Organization • How are menu items organized • Importance • Frequency • Separate opposite functionality • Hick’s Law, describes the time it takes for a person to make a decision as a result of the possible choices he or she has. Time to decide = .15 lg(choices+1) seconds
Buttons • One item menus • Individual buttons • Push button - invokes a command • Toggle button - changes state when clicked • Button groups • Radio buttons - only one selected • Check boxes - any combination
Toolbars • Collections of small buttons • Functionally a menu of icons • Customizable • Trouble recognizing icons • place text next to/instead of icon • tool tips - text that appears when pointer still • Palettes - indicate mode
Dialog Boxes • Interactive communication • Task oriented • Wizards • Alerts • Exclusive • On top
Screen Design and Layout • What goes where • Presenting information • Aesthetics vs. utility • Knowing what to do • Culture
Presenting Information • How is data best organized geometrically • Sorting • alphanumerically • size • first name/last name • Alignment • decimal point
Aesthetics vs. Utility • How fancy can my interface be? • Foreground/Background • Background should not be distracting • High contrast • Counter • gap between foreground elements • User interest, novelty • Sales - the demo factor
Knowing What to Do • How can we make the interface obvious to the user? • Style guides • Consistency • Familiarity • Affordances • handles lift • buttons push
Culture • Not everyone is Western • Internationalization • Resources - allow customization • language • color • Icon meanings • meaning of check marks vs. x marks