1 Interaction Styles Lecture 7 Date: 23 rd February.

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1 Interaction Styles Lecture 7 Date: 23 rd February
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Transcript of 1 Interaction Styles Lecture 7 Date: 23 rd February.

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Interaction Styles

Lecture 7Date: 23rd February

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Overview of Lecture

•Interaction style definition

•Major interaction styles

•Direct manipulation

•Menu Selections, form fillin & dialog boxes

•Command Languages

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Interaction Styles

Interaction is the dialogue between the computer and the user

Interaction styles refer to the ways in which users communicate or interact with computer systems

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Graphical Screens

•The most common interface that users are exposed to today is the Graphical User Interface (GUI)

•Graphic presentation utilises the users information processing capabilities much more effectively than other presentation methods

•It permits faster transfer of information to the user by allowing visual comparisons of various information

•It permits more compact representation of information and simplification of the perception of structures

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Graphical Screens

•Graphical screens increase the potential for great visual clutter and user confusion because of its variety and complexity

•The number of available components in a graphical environment greatly outnumbers those of a textual screen

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Graphical ScreensWIMPs (Windows, Icons, Menu, Pointers) is central to the concept of GUIs

Window is a means of sharing a computer’s graphical display resources among multiple applications simultaneously

Icon is an image or symbol used to represent a file, folder, application or device

Menu is a list of command/options which the user can choose

Pointer is a pointing device such as a mouse

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Graphical ScreensElements of the WIMP interface

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Interaction Styles

Direct

Manipulation

Menu Selection

Form Fillin

Dialog Boxes

Command Languages

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Interaction Styles

Direct

Manipulation

Menu Selection

Form Fillin

Dialog Boxes

Command Languages

Direct Manipulation 10

Direct Manipulation

•A direct manipulation interface is one where graphical objects on the screen are directly manipulated with a pointing device.

•User actions involve dragging, selecting, opening, closing and zooming actions on virtual actions

•WIMPs is central to the concept of direct manipulation.

Direct Manipulation 11

Direct Manipulation

Advantages•Intuitive, easy to learn and remember.

•Reduces errors as minimal syntax required.

•Allows rapid actions, and reversals.

•Enjoyable and encourages exploration by immediate feedback and evaluation.

•Users experience less anxiety, sense of confidence and control.

Direct Manipulation 12

Direct Manipulation

Disadvantages•More difficult to program (especially error handling).

•High resource usage – e.g. memory and CPU

•Requirement for lots of screen space may be cumbersome e.g. need to scroll.

•Pointing may be slower than typing.

•Visual representation may mislead:• Not all objects and tasks can be described visually; and

• not all actions can be done by direct object manipulation.

•May increase difficulties for visually impaired.

Direct Manipulation 13

Direct Manipulation

Examples of direct manipulation:•Word Processors/Display Editors e.g., Microsoft Word

•Spreadsheets e.g., Microsoft Excel

•Spatial Data Management e.g., ArcView

•Video games

•Computer-Aided Design

•Office automation e.g., Microsoft Windows

Direct Manipulation 14

Word Processors/Display Editors

•Training times with display editors are much less than line editors

•Line editors are generally more flexible and powerful

•The advances of WYSIWYG word processors: •Display a full page of text •Display of the document in the form that it will appear when the final printing is done •Show cursor action •Control cursor motion through physically obvious and intuitively natural means •Use of labeled icon for actions •Display of the results of an action immediately •Provide rapid response and display •Offer easily reversible actions

Direct Manipulation 15

Word Processors/Display Editors

Technologies that derive from the word processor: • Integration • Desktop publication software • Slide-presentation software • Hypermedia environments • Improved macro facilities • Spell checker and thesaurus • Grammar checkers

Direct Manipulation 16

Word Processors/Display Editors

Direct Manipulation 17

Spreadsheets

Technologies that derive from the word processor: • Integration • Desktop publication software • Slide-presentation software • Hypermedia environments • Improved macro facilities • Spell checker and thesaurus • Grammar checkers

Direct Manipulation 18

Spatial Data Management

• In some cases, spatial representations provide a better model of reality

• Successful spatial data-management systems depend on choosing appropriate: • Icons • Graphical representations • Natural and comprehensible data layouts

Direct Manipulation 19

Spatial Data Management

Direct Manipulation 20

Video Games

• From PONG to Nintendo GameCube, Sony PlayStation 2, and Microsoft Xbox

• Field of action is visual and compelling

• Commands are physical actions whose results are immediately shown on the screen

• No syntax to remember

• Most games continuously display a score

• Direct manipulation in SimCity

• Most well received

• DOOM and Quake controversial

Direct Manipulation 21

Computer Aided Design

Computer-aided design

• Computer-aided design (CAD) use direct manipulation

• Manipulate the object of interest

• Generate alternatives easily

• Explain the impact

• Problem solving by analogy to the real-world

Direct Manipulation 22

Computer Aided Design

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Summary of Lecture

• Interaction styles refer to the ways in which users communicate or interact with computer systems

• Direct Manipulation• Word Processors/Display Editors • Spreadsheets • Spatial Data Management • Video games• Computer-Aided Design

• Menu Selection

• Command Languages

References

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Terms of Reference• Shneiderman, B. & Plaisant, C. (2005)

Designing the User Interface

• Preece, J. et al. (2002) Interaction Design

• Benyon, D. et al (2005) Designing Interactive Systems

• Helander, M. et al (1997) Handbook of Human-Computer Interaction

• Norman, D. (1990) The Design of Everyday Things

References