1. Learn all the aspects of dialog levels and representation 2. Introduce formalism techniques that we can use to signify dialogs 3. Learn about visual materials being used in communication process 4. Understand direct manipulation as a 2. State Charts good form of interface design represent complex reactive 5. Know the sequence in item systems that extends Finite State presentation Machines (FSM), handle 6. Understand the use of proper use of concurrency, and adds memory to menu layout and form fill-in dialog FSM. It also simplifies complex boxes system representations. Has following states: • Dialog Representation ❖ Active State To represent dialogs present state of the underlying FSM 2 purposes: ❖ Basic states ❖ helps in understanding the individual states and are not proposed design in a better way composed of other states ❖ helps in analyzing dialogs to ❖ Super states identify usability issues. E.g., composed of other states Questions such as “does the design actually support undo?” can be The super state containing b is called the answered ancestor state. A super state is called OR • Introduction to Formalism super state if exactly one of its sub states is There are many formalism techniques active, whenever it is active. that we can use to signify dialogs but there are 3: Three formalism techniques: 1. The state transition networks (STN) most spontaneous, which knows that a dialog fundamentally • Petri Nets denotes to a progression from simple model of active behavior, one state of the system to the provide a graphical explanation for next easy understanding. STN consists 2 entities: Four behavior elements: 1. Circles 1. Place state of the system, which is used to symbolize passive branded by giving a name to elements of the reactive system. A the state place is represented by a circle 2. Arcs 2. Transition circles are connected with used to symbolize active elements arcs that refers to the of the reactive system. Transitions action/event resulting in the are represented by transition from the state squares/rectangles 3. Arc -reasoning process that helps in This element is used to represent understanding of information in the causal relations. Arc is represented by visual representation arrows -The term is chosen to highlight its 4. Token time related quality, which also serves subject to change. Tokens are as an indicator of how well the represented by small filled circles reasoning has been facilitated by the design Petri Nets were developed originally by Carl • Visual Impetus Adam Petri [Pet62], and were the subject defined as a stimulus that aims at the of his dissertation in 1962. increase in engagement in the contextual aspects of the Applied in variety of areas: Office representation automation, work-flows, flexible • Visual Impedance manufacturing, programming languages, -perceived as the opposite of visual protocols and networks, hardware immediacy as it is a hindrance in the structures, real-time systems, performance design of the representation evaluation, operations research, embedded -relation to reasoning, impedance can systems, defense systems, be expressed as a slower cognition. telecommunications, Internet, ecommerce • Visual Metaphors, Association, and trading, railway networks, biological Analogy, Abduction and Blending systems -When a visual demonstration is used to understand an idea in terms of another familiar idea it is called a visual metaphor -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. • Visual Thinking -highly benefited with the use of -assisted in the communication above-mentioned concepts. The process since ages in form of concepts are pragmatic in supporting paintings, sketches, maps, diagrams, the use of visual procedures in HCI, as photographs well as in the design processes. -use of imagery and other visual forms • Direct Manipulation Programming to make sense of the world and to -action of using your fingertips to dragging a file from a folder to zoom in and out of the image another one in order to move itcreate -dragging a file from a folder to meaningful content another one in order to move it -design process became well suited as -Direct manipulation (DM) is an a logical and collaborative method interaction style in which users act on during the design process displayed objects of interest using Digital imagery is a special form of visual physical, incremental, reversible thinking, one that is particularly salient for actions whose effects are immediately HCI and interaction design. visible on the screen • Visual Immediacy -Ben Shneiderman first coined the term “direct manipulation” in the early 1980s, at a time when the dominant an operation most likely to fulfill interaction style was the command their goal. line. In command-line interfaces, the user must remember the system label • Direct Manipulation vs. for a desired action, and type it in Skeuomorphism together with the names for the ❖ Direct Manipulation objects of the action. -cli-gui- was based on the office-desk -Direct manipulation is one of the metaphor — the computer screen central concepts of graphical user was an office desk, and different interfaces (GUIs) and is sometimes documents (or files) were placed in equated with “what you see is what folders, moved around, or thrown you get” (WYSIWYG). to trash. -These interfaces combine menu ❖ Skeuomorphism based interaction with physical actions interfaces are indeed based on such as dragging and dropping in direct manipulation, not all direct order to help the user use the manipulation interfaces need to be interface with minimal learning. skeuomorphic. In fact, today’s flat • Characteristics of direct interfaces are a reaction to manipulation skeuomorphism and depart from ❖ Continuous representation of the real-world metaphors, yet they the object of interest do rely on direct manipulation. Users can see visual • Disadvantages of DM representations of the objects that ❖ Continuous representation of the they can interact with. As soon as objects? It means that you can they perform an action, they can only act on the small number of see its effects on the state of the objects that can be seen at any system. -listing content given time. ❖ Physical actions instead of ❖ Physical actions? One word: RSI complex syntax (repetitive strain injury). It’s a lot Actions are invoked physically via of work to move all those icons and clicks, button presses, menu sliders around the screen. selections, and touch gestures. -file ❖ Continuous feedback? Only if you paths attempt an operation that the ❖ Continuous feedback and system feels like letting you do. If reversible, incremental actions you want to do something that’s Because of the visibility of the not available, you can push and system state, it’s easy to validate drag buttons and icons as much as that each action caused the right you want with no effect result. Thus, when users make whatsoever. No feedback, only mistakes, they can see right away frustration. the cause of the mistake and they ❖ Rapid learning? Yes, if the design is should be able to easily undo it. - good, but in practice learnability measuring usability depends on how well designed the ❖ Rapid Learning interface is. We’ve all seen menus Because the objects of interest and with poorly chosen labels, buttons the potential actions in the system that did not look clickable are visually represented, users can ❖ DM is slow use recognition instead of recall to ❖ Repetitive tasks are not well see what they could do and select supported ❖ Some gestures can be more error- • Problems with DM prone than typing -all tasks should not be done easily ❖ Accessibility may suffer ex. Repetitive operation done via a “Directness” has been considered as a script and not immediacy phenomenon that contributes majorly to the -hard to manage variables manipulation programming. It has the -may not be accurate as dependency following two aspects: Distance and Direct on user rather than system Engagement. -directly supports the techniques, the user thinks ❖ Distance • Item Presentation Sequence interface that decides the gulfs Main factors in presentation sequence between a user’s goal and the level of are − explanation delivered by the systems, -Time with which the user deals. These are -Numeric ordering referred to as the Gulf of Execution -Physical properties and the Gulf of Evaluation. ❖ The Gulf of Execution A designer must select one of the defines the gap/gulf between a user's following prospects when there are no goal and the device to implement that task-related arrangements − goal. One of the principal objective of -Alphabetic sequence of terms Usability is to diminish this gap by -Grouping of related items removing barriers and follow steps to -Most frequently used items first minimize the user’s distraction from -Most important items first the intended task that would prevent the flow of the work. • Menu Layout The Gulf of Evaluation is the Helping users navigate should be a representation of expectations that high priority for almost every website the user has interpreted from the and application. system in a design. As per Donald • Navigation menus Norman, The gulf is small when the are lists of content categories or system provides information about its features, typically presented as a set state in a form that is easy to get, is of links or icons grouped together with easy to interpret, and matches the visual styling distinct from the rest of way the person thinks the design. of the system. ❖ Direct Management Avoid common mistakes by following It is described as a programming these guidelines for usable navigation where the design directly takes care of menus: the controls of the objects presented A. Make it visible by the user and makes a system less 1. Don’t use tiny menus difficult to use. The scrutiny of the 2. Put menus in familiar locations execution and evaluation process 3. Make menu links look interactive illuminates the efforts in using a 4. Have enough visual weight system. It also gives the ways to 5. Use link text colors that contrast in minimize the mental effort required to bg color use a system. B. Communicate the current location 6. Tell users ‘where’ the currently visible screen is located within the menu options. C. Coordinate Menus with user tasks 7. Use understandable link labels Form Fill-in Design Guidelines: 8. Make link labels easy to scan 9. For large websites use menus to let • Title should be meaningful. users preview lower-level content 10.Provide local navigation menus for • Instructions should be comprehensible. closely related content • Fields should be logically grouped and 11.Leverage visual communication sequenced. D. Make it easy to manipulate 12.Make menu links big enough to be • The form should be visually appealing. easily tapped or clicked. • Familiar field labels should be provided. 13.Ensure that drop-downs are not too small or too big • Consistent terminology and abbreviations 14. Consider ‘sticky’ menus for long should be used. pages. • Convenient cursor movement should be 15.Optimize for easy physical access available. to frequently used commands. • Form fill in dialog boxes • Error correction for individual characters Dialog box is a graphical user and entire field’s facility should be present. interface element, which can be • Error prevention. noticed as small window that provides information for the user and waits for • Error messages for unacceptable values the response the user in order to should be populated. perform action upon users input. • Optional fields should be clearly marked. Appropriate for multiple entry of • Explanatory messages for fields should be data fields: available. • Complete information should be visible to the user. • Completion signal should populate. • The display should resemble familiar paper forms. • Some instructions should be given for different types of entries
Users must be familiar with:
• Keyboards
• Use of TAB key or mouse to move the
cursor
• Error correction methods
• Field-label meanings
• Permissible field contents
• Use of the ENTER and/or RETURN key.
One of the reasons why dialog boxes are
very important is to ensure that the users will avoid mistakes