Professional Documents
Culture Documents
Understanding Interaction
1
Learning Outcomes
2
The Interaction
3
The Interaction Framework
Donald Norman’s
• Seven stages
1. user establishes the goal
2. formulates intention
3. specifies actions at interface
4. executes action
5. perceives system state
6. interprets system state
7. evaluates system state with respect to goal
4
The Interaction Framework
Donald Norman’s
5
Donald Norman’s
execution/evaluation loop
goal
execution evaluation
system
6
Donald Norman’s
execution/evaluation loop
goal
execution evaluation
system
7
Donald Norman’s
execution/evaluation loop
goal
execution evaluation
system
8
The Interaction Framework
Abowd and Beale’s
9
The Interaction Framework
Abowd and Beale’s
• The User is able to communicate with the
system via the Input. This action is known as
articulation or the process of describing your
request in the form of a "task language".
• The Input then runs System command in a
performance process. The process is ran in
"core language" and then returned to the user
in a presentation phase.
• The User then resumes responsibility through
observation or simply the act of formulating
new goals.
10
Ergonomics
11
Ergonomics - examples
12
Common interaction styles
13
Command line interface
14
Menus
15
Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– vague
– ambiguous
– hard to do well!
16
Query interfaces
• 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
17
Form-fills
18
Spreadsheets
19
Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
– highlighting
– visual affordance
flat buttons …
– indiscriminate use
just confusing!
• 3D workspaces click me!
– use for extra virtual space
… or sculptured
– light and occlusion give depth
– distance effects
20
WIMP Interface
Windows
Icons
Menus
Pointers
21
Windows
• Areas of the screen that behave as if they
were independent
– can contain text or graphics
– can be moved or resized
– 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
22
Icons
23
Pointers
• important component
– WIMP style relies on pointing
and selecting things
• uses mouse, track pad, joystick,
trackball, cursor keys or
keyboard shortcuts
• wide variety of graphical images
• Relies on learnability and then
cognition
24
Kinds of Menus
25
Menus extras
• Cascading menus
– hierarchical menu structure
– menu selection opens new menu
– and so in ad infinitum
• 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 !!!
26
Menus design issues
27
Buttons
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
28
Toolbars
• often customizable:
– choose which toolbars to see
– choose what options are on it
29
Dialogue boxes
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Q&A
31