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THE INTERACTION

Human in HCI

➢ Introduction
❖ In this chapter, we will consider the communication between user
and system: the interaction.
❖ The interface must therefore effectively translate between user and
system to allow the interaction to be successful.
❖ This translation can fail at a number of points and for a number of
reasons.
❖ The use of models of interaction can help us to understand exactly
what is going on in the interaction and identify the likely root of
difficulties. 2
Human in HCI

➢ Introduction
❖ We will look at some models of interaction that enable us to identify
and evaluate components of the interaction, and at the physical,
social and organizational issues that provide the context for it.
❖ We will also survey some of the different styles of interaction that
are used and consider how well they support the user.

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➢ What is Interaction
Interaction is
❖ Communication b/n
user system
❖ exchange of information between user and system
❖ actions of the user that change the status of the system
❖ feedback to the user concerning actions of the system
❖ requires translation between the intentions of the user and the
actions of the system

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The Interaction in HCI

➢ Some Terminologies
❖ Domain:- is the area of work under study. e.g. graphic design,
authoring and process control in a factory. It defines an area of
expertise and knowledge in some real-world activity.
❖ Task:- is action to be performed in order to solve a problem in an
application domain

❖ Goal:- is the desired output from a completed task. Example : the


construction of a specific geometric shape with particular attributes on

the drawing surface.


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The Interaction in HCI

➢ Some Terminologies
❖ Task analysis:- is identification of the problems space in particular
domain, goals, intentions, specific tasks
❖ User language (task language):- describes the problem to be solved in
terms familiar to the user
❖ System language (core language):- describes the functionality of the
system in terms familiar to the designer or developer

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The Interaction in HCI

➢ Models of Interaction
❖ The most influential model of interaction is Norman’s
execution–evaluation cycle;
❖ There is another model which extends the ideas of Norman’s
cycle.
❖ Both of these models describe the interaction in terms of the
goals and actions of the user.

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1. Norman’s model of interaction


❖ It is the most influential model in Human–Computer Interaction,
possibly because of its closeness to our intuitive understanding of
the interaction between human user and computer
❖ Norman’s model concentrates on user’s view of the interface
❖ In the model the user formulates a plan of action
❖ The plan then executed at the computer interface.
❖ When the plan, or part of the plan, has been executed, the user
observes the computer interface to evaluate the result of the executed
plan, and to determine further actions.
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The Interaction in HCI

1. Norman’s model of interaction


❖ The interactive cycle can be divided into two major phases:
Execution and Evaluation. These can then be subdivided into
further stages, seven in all:
– User establishes the goal Goal
– Formulates intention
– Specifies actions at interface Execution

– Executes action
– Perceives system state
– Interprets system state Evaluation
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– Evaluates system state with respect to goal
The Interaction in HCI

➢ The execution–evaluation cycle Loop

goal

execution evaluation
system

❖ If the system state reflects the user’s goal then the computer
has done what he wanted and the interaction has been
successful;
❖ Otherwise the user must formulate a new goal and repeat the
cycle. 10
The Interaction in HCI

➢ The execution–evaluation cycle Loop


❖ Norman uses this model of interaction to demonstrate why
some interfaces cause problems to their users.
❖ He describes these in terms of the gulfs of execution and the
gulfs of evaluation.

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The Interaction in HCI

➢ The execution–evaluation cycle Loop


❖ Gulfs of execution is the difference between the user’s
formulation of the actions to reach the goal and the actions
allowed by the system.
▪ If the actions allowed by the system correspond to those
intended by the user, the interaction will be effective.
▪ The interface should therefore aim to reduce this gulf.
 User’s formulation of actions ≠actions allowed by the system

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The Interaction in HCI

➢ The execution–evaluation cycle Loop


❖ The gulf of evaluation is the distance between the physical
presentation of the system state and the expectation of the user.
▪ If the user can readily evaluate the presentation in terms of his
goal, the gulf of evaluation is small.
▪ The more effort that is required on the part of the user to
interpret the presentation, the less effective the interaction.
 user’s expectation of changed system state ≠ actual presentation of this
state

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The Interaction in HCI
➢ Human error - slips and mistakes
❖ Human errors are often classified into slips and mistakes. We can
distinguish these using Norman’s gulf of execution.
❖ slip
understand system and goal
correct formulation of action
incorrect action
❖ mistake
may not even have right goal!
❖ Fixing things?
▪ slip – better interface design
▪ mistake – better understanding of system
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The Interaction in HCI

➢ Abowd and Beale framework


❖ Norman’s model concentrates wholly on the user’s view of the interaction.
❖ It does not attempt to deal with the system’s communication through the
interface.
❖ An extension of Norman’s model, proposed by Abowd and Beale.

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The Interaction in HCI

➢ Abowd and Beale framework


❖ It is an extension of Norman’s model their interaction framework has 4
parts: user, input, System and Output.
❖ Each has its own unique language, In addition to the User’s task language
and the System’s core language.
❖ There are languages for both the Input and Output components. Input and
Output together form the Interface.
interaction  translation between languages
 Problems in interaction = problems in translation

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➢ The interaction framework
➢ The general interaction framework
❖ There are four main translations involved in the interaction:
▪ Articulation, O
output
▪ Performance,
▪ Presentation and
▪ Observation.

S U
System User
core task

I
input 17
The Interaction in HCI

➢ Translations between components


❖ The User’s formulation of the desired task to achieve some goal needs to
be articulated in the input language. The tasks are responses of the User
and they need to be translated to stimuli for the Input.
❖ This articulation is judged in terms of the coverage from tasks to input and
the relative ease with which the translation can be accomplished.
❖ If these psychological attributes map clearly onto the input language, then
articulation of the task will be made much simpler.
❖ The responses of the Input are translated to stimuli for the System.

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The Interaction in HCI

➢ Translations between components


❖ There are four main translations involved in the interaction:
▪ Articulation,
▪ Performance,
▪ Presentation and
▪ Observation.

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The Interaction in HCI

➢ Using Abowd & Beale’s model


❖ User intentions
✓ Translated into actions at the interface
✓ Translated into alterations of system state
✓ Reflected in the output display
✓ Interpreted by the user

❖ General framework for understanding interaction


✓ not restricted to electronic computer systems
✓ identifies all major components involved in interaction
✓ allows comparative assessment of systems
✓ an abstraction 20
The Interaction in HCI

➢ Video recorder
❖ A simple example of programming a VCR from a remote
control shows that all four translations in the interaction cycle
can affect the overall interaction.
✓ Ineffective interaction is indicated by the user not being sure the
VCR is set to record properly. This could be because the user has
pressed the keys on the remote control unit in the wrong order;
this can be classified as an articulator problem. Or

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The Interaction in HCI

➢ Video recorder
✓ May be the VCR is able to record on any channel but the remote
control lacks the ability to select channels, indicating a coverage
problem for the performance translation.
✓ It may be the case that the VCR display panel does not indicate that
the program has been set, a presentation problem. Or
✓ May be the user does not interpret the feedback properly, an
observational error.
✓ Any one or more of these deficiencies would give rise to
ineffective interaction.
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The Interaction in HCI

➢ Ergonomics
❖ Ergonomics is a huge area, which is distinct from HCI
❖ Its contribution to HCI is in determining constraints on the way we
design systems and suggesting detailed and specific guidelines and
standards
❖ It is the study of the physical characteristics of interaction
❖ Also known as human factors – but this can also be used to mean
much of HCI!
❖ Ergonomics good at defining standards and guidelines for
constraining the way we design certain aspects of systems
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The Interaction in HCI

➢ Types of issues and problems addressed by


ergonomics:
❖ Arrangement of controls and displays
e.g. controls grouped according to functional, sequential or frequency of use.
❖ Surrounding environment
e.g. seating arrangements adaptable to cope with all sizes of user.
❖ Health issues
e.g. physical position, environmental conditions (temperature, humidity),
lighting, noise.
❖ Use of colour
e.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
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The Interaction in HCI

➢ Office interface vs. industrial interface?


❖ Context matters!
Office Industrial
Type of data textual numeric
Rate of change slow fast
Environment clean dirty

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➢ Glass interfaces vs. dials and knobs


❖ industrial interface:
▪ traditional … dials and knobs
▪ now … screens and keypads
❖ glass interface
▪ cheaper, more flexible,
multiple representations,
precise values
▪ not physically located,
loss of context,
complex interfaces
❖ May both needed

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➢ Direct vs. Indirect Interaction


❖ Office– direct manipulation system
▪ user interacts
with artificial world
❖ Industrial – indirect manipulation
▪ user interacts
with real world interface plant
through interface
immediate
❖ Issues .. feedback

▪ feedback instruments
▪ delays

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➢ Interaction Styles
❖ Interaction can be seen as a dialog between the computer and the
user.
❖ The choice of interface style can have a profound effect on the nature
of this dialog.
❖ Term covers all of the ways that users interact with a computer
system
• also referred to as communication styles or dialog styles

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➢ Interaction Styles
❖ Represent alternative design strategies for the UI
– each style offers its own way of organizing the system’s functionality,
of managing the user’s inputs, and of presenting information
▪ e.g. display-based interfaces -> menus, mice, windows, widgets, icons, buttons,
function keys, etc.
❖ provide a behavioral view of how the user communicates with the
system
– look and feel

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The Interaction in HCI

➢ Interaction Styles
❖ There are a number of common interface styles including
• Command line interface
• Menus
• Natural language
• Question/answer and query dialog
• Form-fills and spreadsheets
• WIMP
• Point and click
• Three-dimensional interfaces.

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The Interaction in HCI

➢ Interaction Styles
1. Command line interface
❖ It was the first interactive dialog style to be commonly used.
❖ Way of expressing instructions to the computer directly
• function keys, single characters, short abbreviations, whole
words, or a combination
C > A:
❖ suitable for repetitive tasks
A > dir

Not ready error reading drive


A
Abort, Retry, Ignore? _
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➢ Interaction Styles
1. Command line interface
❖ better for expert users than novices
❖ Command line interfaces are powerful in that they offer direct
access to system functionality (as opposed to the hierarchical
nature of menus),
❖ command names/abbreviations should be meaningful!
❖ Typical example: the Unix system

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2. Menu-driven interface
❖ Set of options displayed on the screen
❖ Options visible
– less recall - easier to use
– rely on recognition so names should be meaningful
❖ Selection by:
– numbers, letters, arrow keys, mouse
– combination (e.g. mouse plus accelerators)
❖ Often options ordered hierarchically or grouped logically
• sensible grouping is needed
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❖ Restricted form of full WIMP system
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➢ Interaction Styles
3. Natural language
❖ It is the most attractive means of communicating with computers.
❖ Natural language understanding, both of speech and written input, is
the subject of much interest and research.
❖ But the ambiguity of natural language makes it very difficult for a
machine to understand. the syntax, or structure, of a phrase may not
be clear.
❖ Relieves the burden of learning special syntax!

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3. Natural language
❖ Example : The boy hit the dog with the stick.
❖ We cannot be sure whether the boy is using the stick to hit the dog or
whether the dog is holding the stick when it is hit.
❖ Its problems are:
– vague
– ambiguous
– hard to do well!
❖ Solutions
• try to understand a subset
• pick on key words 35
The Interaction in HCI

4. Question/answer and query dialog


❖ Question/answer interfaces
– user led through interaction via series of questions
– suitable for novice users but restricted functionality
– often used in information systems
❖ Query languages (e.g. SQL)
– used to retrieve information from database
– requires understanding of database structure and language syntax,
hence requires some expertise

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5. Form-fills and spreadsheets


❖ Primarily for data entry or data retrieval
❖ Screen like paper form.
❖ Data put in relevant place
❖ Requires
– good design
– obvious correction
facilities

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5. Form-fills and spreadsheets


❖ Advantages
❑Simplifies data entry!
❑Minimal training
❖ Disadvantages!

❑ Screen real estate!

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6. Spreadsheets
❖ Advantages
❑Simplifies data entry!
❑Minimal training
❖ first spreadsheet VISICALC, followed by Lotus 1-2-3
MS Excel most common today
❖ sophisticated variation of form-filling.
❑grid of cells contain a value or a formula
❑formula can involve values of other cells
e.g. sum of all cells in this column
❑user can enter and alter data spreadsheet maintains consistency
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7. WIMP Interface
❑ Windows
▪ Icons
o Menus
• Pointers

❖ … or windows, icons, mice, and pull-down menus!


❖ default style for majority of interactive computer systems, especially
PCs and desktop machines

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7. Point and click interfaces

❖ Used in ..
– multimedia
– web browsers
– hypertext
❖ Just click something
– icons, text links or location on map
❖ Minimal typing

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8. Three dimensional interfaces

❖ windows, icons, mice, and pull-down menus!


❖ virtual reality
❖ ‘ordinary’ window systems flat buttons …
– highlighting
– visual affordance
– indiscriminate use click me!
just confusing!
❖ 3D workspaces … or sculptured
– use for extra virtual space
– light and occlusion give depth
– distance effects 42
The Interaction in HCI

➢ Elements of the wimp interface


❖ There are also many additional interaction objects and techniques
commonly used in WIMP interfaces, some designed for specific
purposes and others more general.
❖ These are buttons, toolbars, palettes and dialog boxes.
❖ Together, these elements of the WIMP interfaces are called widgets,
and they comprise the toolkit for interaction between user and
system.

widgets = windows, icons, menus, pointers + buttons, toolbars,


palettes, dialog boxes
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1. Window
❖ There are also many additional interaction objects and techniques commonly used in
WIMP interfaces, some designed for specific purposes and others more general.
❖ Areas of the screen that behave as if they were independent
– can contain text or graphics
– can be moved or resized or closed
– can overlap and obscure each other, or can be laid out next to one another (tiled)
❖ Scrollbars
– allow the user to move the contents of the window up and down or from side to
side
❖ Title bars
• describe the name of the window
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2. Icons
❖ They are small picture or image
❖ Shrinking a window to its icon is known as iconifying the window.
❖ They represents some object in the interface
– often a window or action
❖ windows can be closed down them
– small representation fill many accessible windows
❖ icons can be many and various
– highly stylized
– realistic representations.
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3. Pointers
❖ Important component. Pointer cursors are like icons, being small
bitmap images, but in addition all cursors have a hot-spot, the location
to which they point. WIMP style relies on pointing and selecting things
❖ Uses mouse, trackpad, joystick, trackball, cursor keys or keyboard
shortcuts. It has wide variety of graphical images

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4. Menus
❖ Choice of operations or services offered on the screen
❖ Required option selected with pointer
❖ Problem – take a lot of screen space
❖ Solution – pop-up: menu appears when needed

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4.1. Kinds of Menu


❖ Menu Bar at top of screen (normally), menu drags down
– pull-down menu - mouse hold and drag down menu

– drop-down menu - mouse click reveals menu

– fall-down menus - mouse just moves over bar!


❖ Contextual menu appears where you are
– pop-up menus - actions for selected object

– pie menus - arranged in a circle


▪ easier to select item (larger target area)

▪ quicker (same distance to any option)


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… but not widely used!
The Interaction in HCI

4.2. Menus extras


❖ Cascading menus
– hierarchical menu structure

– menu selection opens new menu

❖ Keyboard accelerators
– key combinations - same effect as menu item

– two kinds
▪ active when menu open – usually first letter
▪ active when menu closed – usually Ctrl + letter
▪ usually different !!!
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4.3. Menus design issues


❖ Which kind to use
❖ What to include in menus at all
❖ Words to use (action or description)
❖ How to group items
❖ Choice of keyboard accelerators

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5. Menus design issues


❖ Which kind to use
❖ What to include in menus at all
❖ Words to use (action or description)
❖ How to group items
❖ Choice of keyboard accelerators

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5. Buttons
❖ Individual and isolated regions within a display that can be selected to
invoke an action
❖ Special kinds
✓ Radio buttons
• set of mutually exclusive choices
✓ Check boxes
▪ Set of non-exclusive choices

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6. Toolbars
❖ Which kind to use
❖ long lines of icons …
… but what do they do?
❖ fast access to common actions
❖ often customizable:
• choose which toolbars to see
• choose what options are on it

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7. Palettes and tear-off menus


❖ Fast access to common actions
❖ Often customizable:
• choose which toolbars to see
• choose what options are on it
❖ Problem
menu not there when you want it
❖ Solution
✓ palettes – little windows of actions
▪ shown/hidden via menu option
e.g. available shapes in drawing package
✓ tear-off and pin-up menus
▪ menu ‘tears off’ to become palette 54
The Interaction in HCI

8. Dialogue boxes
❖ Information windows that pop up to inform an important event or
request information.
e.g: when saving a file, a dialogue box is displayed to allow the
user to specify the filename and location. Once the file is saved, the
box disappears.

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Summary
❖ Practically all current interaction styles are variations of command-
based interfaces
❖ The currently predominant interaction style is the WIMP interface
❖ Windows, icons, mouse, pull-down menus
❖ The selection among various possible interaction styles depends on
user background, task requirements, technology, and economical
factors
❖ Emerging technologies like natural language processing or intelligent
agents may cause a shift towards non-command interfaces
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➢ The context of the interactions(interactivity)


❖ Interactivity is the defining feature of an interactive system. It is also
crucial in determining the ‘feel’ of a WIMP environment.
• Speech–driven interfaces
❖ Rapidly improving, but still inaccurate

❖ How to have robust dialogue?


❖ e.g. airline reservation:
reliable “yes” and “no” + system reflects back its understanding
“you want a ticket from New York to Boston?”

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➢ The context of the interactions(interactivity)


2. Look and … feel
3. WIMP systems have the same elements:
windows, icons., menus, pointers, buttons, etc.

❖ But different window systems behave differently


e.g. MacOS vs Windows menus
❖ Appearance + Behaviour = Look and Feel

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➢ The context of the interactions(interactivity)


3. Initiative
❖ who has the initiative?
old question–answer – computer
WIMP interface– user

❖ WIMP exceptions …
pre-emptive parts of the interface
❖ modal dialog boxes
– come and won’t go away!
– good for errors, essential steps
– but use with care
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➢ The context of the interactions(interactivity)


4. Error and repair
❖ Can’t always avoid errors, but we can put them right

❖ Make it easy to detect errors, then the user can repair them
Example:
hello, this is the Go Faster booking system
what would you like?
(user) I want to fly from New York to London
you want a ticket from New York to Boston
(user) no
sorry, please confirm one at a time
do you want to fly from New York
(user) yes

………
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➢ The context of the interactions(interactivity)


5. Context
❖ Interaction affected by social and organizational context
▪ other people
• desire to impress, competition, fear of failure
▪ motivation
– fear, allegiance, ambition, self-satisfaction
▪ inadequate systems
– cause frustration and lack of motivation

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➢ Experience, engagement and fun


❖ Understanding experience
❖ Designing experience
❖ Physical design and engagement
❖ Managing value

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The Interaction in HCI

➢ Experience, engagement and fun


❖ Understanding experience
▪ Home, Entertainment, Shopping
– not enough that people can use a system
– they must want to use it!
▪ Psychology of experience
– flow
– balance between anxiety and boredom
▪ Education
– zone of proximal development
– things you can just do with help
▪ Wider ...
– Literary analysis, Film studies, Drama

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The Interaction in HCI

➢ Experience, engagement and fun


❖ Designing experience

▪ real crackers
• cheap and cheerful!
• bad joke, plastic toy, paper hat
• pull and bang

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The Interaction in HCI
➢ Experience, engagement and fun
❖ Designing experience

▪ virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang

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The Interaction in HCI

fill in web form

sender receive email recipient


To: wxv
From: ..

closed
cracker page

open
watches recipient clicks
message
progress cracker opens ...
very slowly
open
cracker page
sender joke
links

How crackers work mask web toy


The Interaction in HCI

❖The crackers experience


real cracker virtual cracker
Surface elements
design cheap and cheerful simple page/graphics
play plastic toy and joke web toy and joke
dressing up paper hat mask to cut out
Experienced effects
shared offered to another sent by email message
co-experience pulled together sender can't see content
until opened by recipient
excitement cultural connotations recruited expectation
hiddenness contents inside first page - no contents
suspense pulling cracker slow ... page change
surprise bang (when it works) WAV file (when it works)
The Interaction in HCI

❖Physical design
▪ Many constraints:
– ergonomic – minimum button size
– physical – high-voltage switches are big
– legal and safety – high cooker controls
– context and environment – easy to clean
– aesthetic – must look good
– economic – … and not cost too much!
The Interaction in HCI

❖Design trade-offs
▪ constraints are contradictory … need trade-offs

▪ within categories:
e.g. safety – cooker controls
• front panel – safer for adult
• rear panel – safer for child

▪ between categories
e.g. ergonomics vs. physical – MiniDisc remote
• ergonomics – controls need to be bigger
• physical – no room!
• solution – multifunction controls & reduced functionality
The Interaction in HCI

❖Fluidity
▪ do external physical aspects reflect logical effect?
▪ logical state revealed in physical state?
e.g. on/off buttons

▪ inverse actions inverse effects?


e.g. arrow buttons, twist controls
The Interaction in HCI

❖inverse actions
❖ yes/no buttons
• well sort of

❖ ‘joystick’

❖ also left side control


The Interaction in HCI

❖spring back controls

▪ one-shot buttons
▪ joystick
▪ some sliders

❖ good – large selection sets


❖ bad – hidden state
The Interaction in HCI

❖a minidisk controller

twist for track movement


series of spring-back controls
pull and twist for volume
each cycle through some options
– spring back
–natural inverse back/forward
– natural inverse for twist
The Interaction in HCI

❖physical layout

▪ controls:
logical relationship
~ spatial grouping
The Interaction in HCI

❖compliant interaction

state evident in rotary knobs reveal internal state and can


be controlled by both user and machine
mechanical buttons
The Interaction in HCI

❖Managing value
▪ people use something
ONLY IF
it has perceived value
AND
value exceeds cost

BUT NOTE
• exceptions (e.g. habit)
• value NOT necessarily personal gain or money
The Interaction in HCI

❖Weighing up value
▪ value
• helps me get my work done
• fun
• good for others
▪ cost
• download time
• money £, $, €
• learning effort
The Interaction in HCI

❖Discounted future
▪ in economics Net Present Value:
• discount by (1+rate)years to wait

▪ in life people heavily discount


• future value and future cost
• hence resistance to learning
• need low barriers
and high perceived present value
The Interaction in HCI

❖example – HCI book search

▪ value for people who have the book


helps you to look up things
– chapter and page number

▪ value for those who don’t …


sort of online mini-encyclopaedia
– full paragraph of context
… but also says “buy me”!!
… but also says “buy me”!!
The Interaction in HCI

❖Value and organisational design


▪ coercion
• tell people what to do!
• value = keep your job
▪ enculturation
• explain corporate values
• establish support (e.g share options)
▪ emergence
• design process so that
individuals value → organisational value
The Interaction in HCI

❖General lesson …
▪ if you want someone to do something …

▪ make it easy for them!


▪ understand their values
The Interaction in HCI
➢ Paradigms
❖ why study paradigms?
▪ Concerns
• how can an interactive system be developed to ensure
its usability?
• how can the usability of an interactive system be
demonstrated or measured?
▪ History of interactive system design provides paradigms for
usable designs
The Interaction in HCI
➢ Paradigms
❖ What are Paradigms?
▪ Predominant theoretical frameworks or scientific world
views
• e.g., Aristotelian, Newtonian, Einsteinian (relativistic)
paradigms in physics
▪ Understanding HCI history is largely about understanding a
series of paradigm shifts
– Not all listed here are necessarily “paradigm” shifts,
but are at least candidates
– History will judge which are true shifts
The Interaction in HCI
➢ Paradigms
❖ Paradigms of interaction
▪ New computing technologies arrive, creating a new
perception of the human—computer relationship.
▪ We can trace some of these shifts in the history of interactive
technologies.
1. The initial paradigm
• Batch processing
(Impersonal computing)
The Interaction in HCI
➢ Paradigms
2. Timesharing:- Interactive computing

3. Networking :- Community computing

@#$% !

???
The Interaction in HCI
➢ Paradigms
4. Graphical display:- Direct manipulation

% foo.bar
ABORT
dumby!!!

5. Microprocessor:- Personal computing


The Interaction in HCI
➢ Paradigms
6. WWW:- Global information

7. Ubiquitous(ever-present ) Computing:- A symbiosis of


physical and electronic worlds in service of everyday
activities.
8. Sensor-based and Context-aware Interaction
• Humans are good at recognizing the “context” of a situation
The Interaction in HCI
➢ Paradigms
8. Sensor-based and Context-aware Interaction

❖ Humans are good at recognizing the “context” of a situation


and reacting appropriately

❖ Automatically sensing physical phenomena (e.g., light,


temp, location, identity) becoming easier

❖ How can we go from sensed physical measures to


interactions that behave as if made “aware” of the
surroundings?
Introduction to HCI cont...
The End of Unit four Norman’s Interaction Model1

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