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Dialogue Design where the arc initiates, to

Lesson Objectives: the state where it ends


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

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