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A dialog is the construction of interaction between two or more beings or systems. In HCI, a
dialog is studied at three levels −
● Lexical − Shape of icons, actual keys pressed, etc., are dealt at this level.
● Syntactic − The order of inputs and outputs in an interaction are described at this level.
● Semantic − At this level, the effect of dialog on the internal application/data is taken care of.
Lesson Objectives:
There are many formalism techniques that we can use to signify dialogs. In this chapter, we will
discuss on three of these formalism techniques, which are −
● The state transition networks (STN)
● The state charts
● The classical Petri nets
STNs are the most spontaneous, which knows that a dialog fundamentally denotes to a
progression from one state of the system to the next.
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StateCharts
StateCharts represent complex reactive systems that extends Finite State Machines (FSM),
handle concurrency, and adds memory to FSM. It also simplifies complex system representations.
StateCharts has the following states:
● Active state − The present state of the underlying FSM.
● Basic states − These are individual states and are not composed of other states.
● Super states − These states are composed of other states.
Illustration
For each basic state b, the super state containing b is called the ancestor state. A super state
is called OR super state if exactly one of its sub states is active, whenever it is active.
Let us see the StateChart Construction of a machine that dispense bottles on inserting coins.
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The diagram explains the entire procedure of a bottle dispensing machine. On pressing the
button after inserting coin, the machine will toggle between bottle filling and dispensing modes. When
a required request bottle is available, it dispense the bottle. In the background, another procedure
runs where any stuck bottle will be cleared. The ‘H’ symbol in Step 4, indicates that a procedure is
added to History for future access.
Petri Nets
Petri Net is a simple model of active behavior, which has four behavior elements such as −
places, transitions, arcs and tokens. Petri Nets provide a graphical explanation for easy understanding.
● Place − This element is used to symbolize passive elements of the reactive system. A place is
represented by a circle.
● Transition − This element is used to symbolize active elements of the reactive system. Transitions
are represented by squares/rectangles.
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● Arc − This element is used to represent causal relations. Arc is represented by arrows.
● Token − This element is subject to change. Tokens are represented by small filled circles.
Petri Nets were developed originally by Carl Adam Petri [Pet62], and were the subject of his
dissertation in 1962. Since then, Petri Nets and their concepts have been extended and developed,
and applied in a variety of areas: Office automation, work-flows, flexible manufacturing, programming
languages, protocols and networks, hardware structures, real-time systems, performance evaluation,
operations research, embedded systems, defense systems, telecommunications, Internet, e-
commerce and trading, railway networks, biological systems.
Here is an example of a Petri Net model, one for the control of a metabolic pathway. Tool
used: Visual Object Net++
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Visual materials have assisted in the communication process since ages in form of paintings,
sketches, maps, diagrams, photographs, etc. In today’s world, with the invention of technology and its
further growth, new potentials are offered for visual information such as thinking and reasoning. As per
studies, the command of visual thinking in human-computer interaction (HCI) design is still not
discovered completely. So, let us learn the theories that support visual thinking in sense-making
activities in HCI design.
An initial terminology for talking about visual thinking was discovered that included concepts
such as visual immediacy, visual impetus, visual impedance, and visual metaphors, analogies and
associations, in the context of information design for the web.
Visual thinking is the use of imagery and other visual forms to make sense of the world and to
create meaningful content. Digital imagery is a special form of visual thinking, one that is particularly
salient for HCI and interaction design. Digital photographs qualify as digital imagery only when they
are also visual thinking that is, when they are instrumental in making sense or creating meaning.
As such, this design process became well suited as a logical and collaborative method during
the design process. Let us discuss in brief the concepts individually.
Visual Immediacy
Visual Impetus
Visual impetus is defined as a stimulus that aims at the increase in engagement in the contextual
aspects of the representation.
Visual Impedance
● When a visual demonstration is used to understand an idea in terms of another familiar idea it is
called a visual metaphor.
● Visual analogy and conceptual blending are similar to metaphors. Analogy can be defined as
an implication from one particular to another. Conceptual blending can be defined as
combination of elements and vital relations from varied situations.
The HCI design can be highly benefited with the use of above mentioned concepts. The
concepts are pragmatic in supporting the use of visual procedures in HCI, as well as in the design
processes.
Let’s say that you’re looking at an image of yourself on a roller coaster and want to see if your
terrified expression has been caught on camera. What do you do? Something like this?
On a mobile phone you can pinch out to zoom into an image and pinch in to zoom out.
The action of using your fingertips to zoom in and out of the image is an example of a direct-
manipulation interaction. Another classic example is dragging a file from a folder to another one in
order to move it.
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Ben Shneiderman first coined the term “direct manipulation” in the early 1980s, at a time when
the dominant interaction style was the command line. In command-line interfaces, the user must
remember the system label for a desired action, and type it in together with the names for the objects
of the action.
Direct manipulation is one of the central concepts of graphical user interfaces (GUIs) and is
sometimes equated with “what you see is what you get” (WYSIWYG). These interfaces combine menu-
based interaction with physical actions such as dragging and dropping in order to help the user use
the interface with minimal learning.
In his analysis of direct manipulation, Shneiderman identified several attributes of this interaction
style that make it superior to command-line interfaces:
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● Continuous representation of the object of interest. Users can see visual representations of the
objects that they can interact with. As soon as they perform an action, they can see its effects
on the state of the system. For example, when moving a file using drag-and-drop, users can see
the initial file displayed in the source folder, select it, and, as soon as the action was completed,
they can see it disappear from the source and appear in the destination — an immediate
confirmation that their action had the intended result. Thus, direct-manipulation UIs satisfy, by
definition, the first usability heuristic: the visibility of the system status. In contrast, in a command-
line interface, users usually must explicitly check that their actions had indeed the intended
result (for example, by listing the content of the destination directory).
● Physical actions instead of complex syntax. Actions are invoked physically via clicks, button
presses, menu selections, and touch gestures. In the move-file example, drag-and-drop has a
direct analog in the real world, so this implementation for the move action has the right signifiers
and can be easily learned and remembered. In contrast, the command-line interface requires
users to recall not only the name of the command (“mv”), but also the names of the objects
involved (files and paths to the source and destination folders). Thus, unlike DM interfaces,
command-line interfaces are based on recall instead of recognition and violate an important
usability heuristic.
● Continuous feedback and reversible, incremental actions. Because of the visibility of the system
state, it’s easy to validate that each action caused the right result. Thus, when users make
mistakes, they can see right away the cause of the mistake and they should be able to easily
undo it. In contrast, with command-line interfaces, one single user command may have multiple
components that can cause the error. For instance, in the example below, the name of the
destination folder contains a typo “Measuring Usablty” instead of “Measuring Usability”. The
system simply assumed that the file name should be changed to “Measuring Usablty”. If users
check the destination folder, they will discover that there was a problem, but will have no way
of knowing what caused it: did they use the wrong command, the wrong source filename, or
the wrong destination?
This type of problem is familiar to everyone who has written a computer program. Finding a bug
when there are variety of potential causes often takes more time than actually producing the code.
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● Rapid learning. Because the objects of interest and the potential actions in the system are
visually represented, users can use recognition instead of recall to see what they could do and
select an operation most likely to fulfill their goal. They don’t have to learn and remember
complex syntax. Thus, although direct-manipulation interfaces may require some initial
adjustment, the learning required is likely to be less substantial.
When direct manipulation first appeared, it was based on the office-desk metaphor — the
computer screen was an office desk, and different documents (or files) were placed in folders, moved
around, or thrown to trash. This underlying metaphor indicates the skeuomorphic origin of the concept.
The DM systems described originally by Shneiderman are also skeuomorphic — that is, they are based
on resemblance with a physical object in the real world. Thus, he talks about software interfaces that
copy Rolodexes and physical checkbooks to support tasks done (at the time) with these tools.
As we all know, skeuomorphism saw a huge revival in the early iPhone days, and has now come
out of fashion.
While skeuomorphic interfaces are indeed based on direct manipulation, not all direct-
manipulation interfaces need to be skeuomorphic. In fact, today’s flat interfaces are a reaction to
skeuomorphism and depart from the real-world metaphors, yet they do rely on direct manipulation.
● Accessibility may suffer. DM UIs may fail visually impaired users or users with motor skill
impairments, especially if they are heavily based on physical actions, as opposed to button
presses and menu selections. (Workarounds exist, but it can be difficult to implement them.)
Direct manipulation has been acclaimed as a good form of interface design, and are well
received by users. Such processes use many source to get the input and finally convert them into an
output as desired by the user using inbuilt tools and programs.
Distance
Distance is an interface that decides the gulfs between a user’s goal and the level of
explanation delivered by the systems, with which the user deals. These are referred to as the Gulf of
Execution and the Gulf of Evaluation.
The Gulf of Execution defines the gap/gulf between a user's goal and the device to implement
that goal. One of the principal objective of Usability is to diminish this gap by removing barriers and
follow steps to minimize the user’s distraction from the intended task that would prevent the flow of the
work.
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The Gulf of Evaluation is the representation of expectations that the user has interpreted from
the system in a design. As per Donald Norman, The gulf is small when the system provides information
about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks
of the system.
Direct Engagement
It is described as a programming where the design directly takes care of the controls of the
objects presented by the user and makes a system less difficult to use.
The scrutiny of the execution and evaluation process illuminates the efforts in using a system. It
also gives the ways to minimize the mental effort required to use a system.
● Even though the immediacy of response and the conversion of objectives to actions has made
some tasks easy, all tasks should not be done easily. For example, a repetitive operation is
probably best done via a script and not through immediacy.
● Direct manipulation interfaces find it hard to manage variables, or illustration of discrete
elements from a class of elements.
● Direct manipulation interfaces may not be accurate as the dependency is on the user rather
than on the system.
● An important problem with direct manipulation interfaces is that it directly supports the
techniques, the user thinks.
In HCI, the presentation sequence can be planned according to the task or application
requirements. The natural sequence of items in the menu should be taken care of. Main factors in
presentation sequence are:
● Time
● Numeric ordering
● Physical properties
A designer must select one of the following prospects when there are no task-related
arrangements
● Alphabetic sequence of terms
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Helping users navigate should be a high priority for almost every website and application. After
all, even the coolest feature or the most compelling content is useless if people can’t find it. And even
if you have a search function, you usually shouldn’t rely on search as the only way to navigate. Most
designers recognize this, and include some form of navigation menu in their designs.
Navigation menus include, but are not limited to, navigation bars and hamburger menus.
Menus are so important that you find them in virtually every website or piece of software you
encounter, but not all menus are created equally. Too often we observe users struggling with menus
that are confusing, difficult to manipulate, or simply hard to find.
Avoid common mistakes by following these guidelines for usable navigation menus:
A. Make It Visible
1. Don’t use tiny menus (or menu icons) on large screens. Menus shouldn’t be hidden when you
have plenty of space to display them.
2. Put menus in familiar locations. Users expect to find UI elements where they’ve seen them
before on other sites or apps (e.g., left rail, top of the screen). Make these expectations work in
your favor by placing your menus where people expect to find them.
3. Make menu links look interactive. Users may not even realize that it’s a menu if the options don’t
look clickable (or tappable). Menus may seem to be just decorative pictures or headings if you
incorporate too many graphics, or adhere too strictly to principles of flat design.
4. Ensure that your menus have enough visual weight. In many cases menus that are placed in
familiar locations don’t require much surrounding white space or color saturation in order to be
noticeable. But if the design is cluttered, menus that lack visual emphasis can easily be lost in a
sea of graphics, promotions, and headlines that compete for the viewer’s attention.
5. Use link text colors that contrast with the background color. It’s amazing how many designers
ignore contrast guidelines; navigating through digital space is disorienting enough without
having to squint at the screen just to read the menu.
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Even designers familiar with all of these guidelines can still end up creating menus that are
overlooked by users, because it is so difficult to objectively evaluate your own work — especially for
subjective criteria like whether something is visible. If you know where it is (because you put it there),
then of course you can see it! That’s why it’s so important to test your menus with users.
15. Optimize for easy physical access to frequently used commands. For drop-down menus, this
means putting the most common items close to the link target that launches the drop-down (so
the user's mouse or finger won't have to travel as far. Recently, some mobile apps have even
begun reviving pie menus, which keep all the menu options nearby by arranging them in a
circle (or semicircle).
Dialog box is a graphical user interface element, which can be noticed as small window that
provides information for the user and waits for the response the user in order to perform action upon
users input. These dialog boxes are also used to confirmation message/notice to the user with “OK”
button on it in order to confirm that the message/notice has been read by the user.
One of the reasons why dialog boxes are very important is to ensure that the users will avoid
mistakes such as the dialog box shown on Figure 1. The user may be trying to close the application
already while working on a document but is not yet done saving it.
● A dialog is the construction of interaction between two or more beings or systems. In HCI, a
dialog is studied at three levels: lexical, syntactic and semantic.
● To represent dialogs, we need formal techniques that helps in understanding the proposed
design in a better way and helps in analyzing dialogs to identify usability issues.
● The three of these formalism techniques are, state transition networks (STN), state charts, and
classical Petri nets.
● Direct manipulation is an interaction style in which the objects of interest in the UI are visible and
can be acted upon via physical, reversible, incremental actions that receive immediate
feedback.
● The presentation sequence can be planned according to the task or application requirements.