May 11, 2007Mohamad Eid Interaction Frameworks Paradigms, and Styles Chapter 3.

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May 11, 2007 Mohamad Eid Interaction Frameworks Paradigms, and Styles Chapter 3

Transcript of May 11, 2007Mohamad Eid Interaction Frameworks Paradigms, and Styles Chapter 3.

Page 1: May 11, 2007Mohamad Eid Interaction Frameworks Paradigms, and Styles Chapter 3.

May 11, 2007 Mohamad Eid

Interaction Frameworks Paradigms, and Styles

Chapter 3

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Outline1. Interaction Frameworks2. Interaction Paradigms

Large Scale Computing Personal Computing Networked Computing Mobile Computing Collaborative Environments Virtual Reality Augmented Reality

3. Interaction Styles Command Line Menu-Based Interface Form Fill-In Question and Answer Direct Manipulation Metaphors Web Navigation Three-Dimensional Environments Natural Language

4. Key points to review

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Interaction Frameworks

A framework is basically a structure that provides a context for conceptualizing something

We can use these frameworks to: Structure the design process Help us to identify problematic areas within the

design Help us to conceptualize the problem space as a

whole

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Interaction Framework

System (S)—Uses its core language (computational attributes related to system state)

User (U)—Uses its task language (psychological attributes related to user state)

Input (I)—Uses its input language

Output (O)—Uses its output language

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Interaction Framework

Based on Execution/Evaluation Action Cycle (EEC)

Execution Phase Articulation—The user formulates a goal, which is then

articulated using the input language. Performance—The input language is translated into the

core language (operations that the system will carry out). Presentation—The system manifests the result of the core-

language operations using the output language.

Evaluation Phase Observation—The user interprets the results on the screen

and reconciles them with the original goal.

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Interaction Paradigms

Large Scale Computing Personal Computing Networked Computing Mobile Computing Collaborative Environments Virtual Reality Augmented Reality

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Interaction Paradigms

Large circles represent principal paradigms. Oblong shapes represent convergent paradigms. Words without surrounding shapes represent specific system architectures (sometimes used for a paradigm reference, as in desktop computing for personal computing).

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Large Scale Computing

The original mainframe computers were large-scale computing machines, referred to as hosts

They resided in a central location They were accessed by remote alphanumeric

terminals equipped with keyboards The terminals were referred to as “dumb terminals” These systems are also referred to as host/terminal

systems

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Large Scale Computing Super Computers

These highly specialized machines crunch large amounts of data at high speed, as in computing fluid dynamics, weather patterns, seismic activity predictions, and nuclear explosion dynamics.

Supercomputers are used for the very high speed backbone (vBNS) connections that constitute the core of the Internet.

National Center for Super Computing Applications (NCSA)

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Personal Computing Desktop Computing

The Xerox Alto computer (1973)Courtesy Palo Alto Research Center.

The Alto, developed at the Xerox Palo Alto Research Center in 1973, was the first computer to use a GUI that involved the desktop metaphor: pop-up menus, windows, and icons

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Personal Computing

The Xerox Alto computer (1973)The Xerox Alto mail program (1973)

Courtesy Palo Alto Research Center.

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Personal Computing

Personal-Public Computing Public Access Computing – The information divide Public Information Appliances

Automated teller machine with touchscreen.Courtesy BigStockPhoto.com

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Networked Computing

Scope WAN – Wide Area Network MAN – Metropolitan Area Network LAN – Local Area Network PAN – Personal Area Network

Wired - Wireless Wi-Fi (IEEE 802.11x) Bluetooth 3G

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Mobile Computing Mobile computing technologies comprise a

very diverse family of devices: Laptop computers Tablet computers Game players MP3 players PDAs Cell phones

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Mobile Computing

Tablet computer

Laptop computer

Cell phone

MP3 player

Courtesy BigStockPhoto.com

Desktop metaphors do not translate well to mobile devices.

Hybrid desktop/mobile environments can afford optimal interaction efficiency.

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Mobile Computing

On-board navigation system.Courtesy BigStockPhoto.com

Mobile devices can be connected to global positioning systems (GPS) These have touchscreens and voice interaction to alleviate potential

visual attention problems during driving

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Mobile Computing

Mobile devices can offer situational computing that can take advantage of location-specific information through location-based mobile services (LMS). LMS can be beneficial for location-sensitive advertisements, public

service announcements, social interactions, and location-specific educational information.

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Collaborative Environments

Networks allow members of a group to interact with other members on shared files and documents. This creates a virtual space where people can

collaborate and work collectively. Groupware

Networks facilitate collaborative activities.

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Collaborative Environments

Collaborative work Communication Coordination Organization Presentation

Computer-mediated communication (CMC) Computer-supported cooperative work (CSCW)

What are some of the different types of groupware?

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Collaborative Environments

Remote interaction Synchronous

Video conferencing Instant messaging Chat rooms Remote access white boards

Asynchronous Recommender systems Bulletin boards Email

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Embodied Virtuality

Some of us use the term “embodied virtuality” to refer to the process of drawing computers out of their electronic shells. The “virtuality” of computer-readable data—all the different ways in which it can be altered, processed and analyzed—is brought into the physical world. (Weiser, 1991, 95)

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Embodied Virtuality

How do we disperse computing functionality throughout the environment?

What form should EV computing take?

What kind of interface does it require?

How much control should we retain, and how much should be automated?

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Embodied Virtuality

Emerging fields Ubiquitous/pervasive computing Invisible/transparent computing Wearable computing

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Embodied Virtuality - Ubiquitous/pervasive

Third Paradigm (Alan Key)

Devices like cameras, video recorders, musical instruments, and picture frames are becoming “smart” through the introduction of embedded chips.

The essence of UbiComp is that, to fulfill their potential, computing technologies must be considered a part of the fabric of our lives and not something that resides in a gray box.

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Embodied Virtuality - Ubiquitous/pervasive

Ambient computing The concept of a computational grid that is

seamlessly integrated into our physical environment Lighting systems Heating systems Electrical systems

Smart environments that sense and recognize people Face recognition ID tags

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Embodied Virtuality - Invisible/transparent

The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. (Weiser, 1991, 94)

Two approaches Make the interface simple and intuitive

Driving a car Remove the interface entirely

Automotive breaking systems

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Embodied Virtuality - Invisible/transparent

Information Appliances

PDAs, BlackBerry® devices, digital cameras, MP3 players, and portable game players.

An appliance specializing in information: knowledge, facts, graphics, images, video, or sound. An information appliance is designed to perform a specific activity, such as music, photography, or writing. A distinguishing feature of information appliances is the ability to share information among themselves. (Norman, 1998, 53)

A BlackBerrytype of device.

Courtesy of BigStockPhoto.com.

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Embodied Virtuality - Wearable

The underlying principle of wearable computing is the merging of information space with work space - humionics.

The goal of humionics is to create an interface that is unobtrusive and easily operated under work-related conditions.

Traditional I/O technologies are generally inadequate

Wearable systems must take advantage of auditory and haptic as well as visual interaction.

Wearable computing systems require multimodal interfaces.

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Embodied Virtuality - Wearable

Personal Area Network (PAN) Two types

Wireless network of wearable and proximal devices (IEEE) 802.15 Working Group for WPAN Microsoft – Connect to a Bluetooth personal area

network (PAN) Wearable devices that use the body to transmit

signals MIT Media Lab – Intrabody Signaling IBM Personal Area Network (PAN)

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Embodied Virtuality Embodied Virtuality Environments and Their Characteristics

Manual Automated Fixed Portable

UbiComp Some systems are manual Some systems are automated Some components are embedded

Some devices are portable

Invisible User does not interact with computer

System takes care of all computer functionality

Some system components are embedded

Some devices are portable

Wearable Many of the wearable components allow manual control

Some of the wearable components interact automatically with embedded sensors

Some systems use situated sensors that interact with wearable components

Most system components are portable (wearable)

Embodied virtuality environmentslocation/operation.

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Virtual Reality

The goals of the virtual reality (VR) community are the direct opposite of the goals of the EV community. EV strives to integrate computer functionality with

the real world VR strives to immerse humans in a virtual world

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Virtual Reality Vs. Embodied Virtuality

Virtual Reality Embodied Virtuality

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Virtual Reality

Nonimmersive - screen-based, pointer-driven, three-dimensional (3D) graphical presentations that may involve haptic feedback VRML QuickTime VR

Immersive VR environments are designed to create a sense of “being” in a world populated by virtual objects. To create a convincing illusion, they must use as many

human perceptual channels as possible.

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Virtual Reality - Immersive

Sketching a virtual world in the VR design tool ShadowLight.

CAVE automated virtual environment at the National Center for SupercomputingApplications (NCSA).http://brighton.ncsa.uiuc.edu/~prajlich/cave.html

Photographs and ShadowLight application courtesy of Kalev Leetaru.

Sensics piSight Virtual Reality (VR) system.

http://www.sensics.com/

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Augmented Reality

The goal of AR is to create a seamless integration between real and virtual objects in a way that augments the user’s perception and experience.

Criteria for AR environments The virtual information must be:

Relevant to and in sync with the real-world environment.

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Augmented Reality

AR I/O devices Heads Up Displays (HUD)

Optical see through Video see through MicroOptical MD-6

Critical Data Viewer.http://microoptical.net

/

Sportvue MC1 motorcycle helmet heads-up display.

http://www.sportvue.com/

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Virtuality Continuum

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Interaction Styles Command Line Menu-Based Interface Form Fill-In Question and Answer Direct Manipulation Metaphors Web Navigation Three-Dimensional Environments Zoomable Interface Natural Language

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Interaction Styles - Command Line

Command-line interfaces are fast and powerful. Many commands are abbreviated

quick and efficient Commands can be applied to many objects

simultaneously fast input

Some commands have multiple parameters that can be set and altered

precise and flexible

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Interaction Styles - Command Line

Advantages of command-line interfaces: Suitable for repetitive tasks Advantageous for expert users Offer direct access to system functionality Efficient and powerful Not encumbered with graphic controls

Low visual loadNot taxing on system resources

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Interaction Styles - Command Line

Disadvantages of command-line interfaces: Low command retention Steep learning curve High error rates Heavy reliance on memory Frustrating for novice users

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Interaction Styles - Menu-Based Interface

Menu-driven interfaces present users with sequential hierarchal menus that offer lists of functions. Textual: key-in number of option Graphical: use arrow keys or pointing device

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Interaction Styles - Menu-Based Interface

Menus are based on recognition as opposed to recall

No need to remember commands Users search from a list of possible choices List provides constraints Appropriate for small screens (iPod)

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Interaction Styles - Menu-Based Interface

Most menus are a variation on a few basic categories:

Single Sequential Hierarchal

Star network Web network

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Interaction Styles - Menu-Based Interface

Advantages of menu-based interfaces: Low memory requirements Self-explanatory Easy to undo errors Appropriate for beginners

Disadvantages of menu-based interfaces: Rigid and inflexible navigation Inefficient for large menu navigation Inefficient use of screen real estate Slow for expert users

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Interaction Styles - Form Fill-In

Similar to menu interfaces – present screens of information

Different than menu interfaces - used to capture information and proceed linearly not to navigate a hierarchical structure

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Interaction Styles - Form Fill-In

Advantages of form fill-in interfaces: Low memory requirements Self-explanatory Can gather a great deal of information in little space Present a context for input information

Disadvantages of form fill-in interfaces: Require valid input in valid format Require familiarity with interface controls Can be tedious to correct mistakes

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Interaction Styles - Question and Answer

Question and answer interfaces are also called wizards.

They are restricting for expert users They are easy for novice users

However, they may not know the required information

Users must be able to cancel a menu without affecting the state of the computer

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Interaction Styles - Question and Answer

Microsoft Add Network Place Wizard

(a) Add Network Place wizard. (b) Select a service provider. (c) Address of the network place.

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Interaction Styles - Question and Answer

Advantages of question and answer interfaces: Low memory requirements Self-explanatory Simple linear presentation Easy for beginners

Disadvantages of question and answer interfaces: Require valid input supplied by user Require familiarity with interface controls Can be tedious to correct mistakes

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Interaction Styles - Direct Manipulation

Ben Shneiderman (1982) Continuous representations of the objects and

actions of interest with meaningful visual metaphors.

Physical actions or presses of labeled buttons instead of complex syntax.

Rapid, incremental, reversible actions whose effects on the objects of interest are visible immediately.

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Interaction Styles - Direct Manipulation

Three phases in Direct Manipulation - Cooper, Reimann (2003) Free Phase—How the screen looks before any

user actions Captive Phase—How the screen looks during a

user action (click, click-drag, etc.) Termination Phase—How the screen looks after a

user action

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Interaction Styles - Direct Manipulation

Advantages of direct manipulation interfaces: Easy to learn Low memory requirements Easy to undo Immediate feedback to user actions Enables user to use spatial cues Easy for beginners

Disadvantages of direct manipulation interfaces: Not self-explanatory Inefficient use of screen real estate High graphical system requirements

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Interaction Styles - Metaphors

GUIs use visual relationships to real-world objects (metaphors)

Metaphors can help people relate to complex concepts and procedures by drawing on real-world knowledge

Real-world affordances can be reflected

What metaphors are used by contemporary GUIs?

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Interaction Styles - Metaphors

Microsoft Windows XP Apple OS X

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Interaction Styles - Metaphors

A metaphor’s function must be consistent with real-world expectations

Metaphors that do not behave the way people expect will cause confusion and frustration

Macintosh trashcan

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Interaction Styles - Metaphors

Don’t force a metaphor

Potential problems with metaphors Run out of metaphors

Some virtual processes and objects have no real-world counter parts

Mixed metaphors Carry connotations and association

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Interaction Styles - Web Navigation

Two basic interaction styles Link-based navigation

Sensitive to articulatory distanceAmbiguous link labels increase the gulf of evaluation

SearchSensitive to semantic distanceInadequate search engine algorithms increase the

gulf of executionSlight advantage in development of mental models

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Interaction Styles - Natural Language

Natural Language Interaction (NLI) - Interacting with computers using everyday language

Obstacles Language is ambiguous Meaning depends on context

“Search results”“She said she did not know”

Dependant on visual cues

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Interaction Styles - Natural Language

Two areas of development Speech recognition Semantics

Grammar issuesVague meaningsContradictory statements

NLIs may require constant clarification of linguistic ambiguities

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Interaction Styles - Natural Language

Advantages of NLI: Ease of learning Low memory requirements Flexible interaction Low screen requirements Appropriate for beginners

Disadvantages of NLI: Requires knowledge of the task domain May require tedious clarification dialogues Complex system development

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Summary

Goals of HCI: Improve safety functionality efficiency usability

Visibility and feedback Affordance and perceived affordance Goal = state; task = action Human/computer as system running on 2 processors Types, classes and abilities of users Productivity = functionality * usability Usability factors

e.g. learnability, fit, acceptability Contributing disciplines

e.g. linguistics, Artificial Intelligence

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Summary (Cont’d)

Human cognitive system - Limitations on: perception attention memory

Task analysis vs. functional analysis Star model with evaluation at centre UI levels

task conceptual model interaction style interaction element physical element

Usability engineering Layered approach = Model View Controller Software Design

Pattern Malfunction as a kind of defect (of usability)

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متشکرم

谢谢

ありがとう