Note - 04 - Dimensions of Interface Variability

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    Human Computer Interaction

    Dimensions of Interface Variability

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    Direct Manipulation &

    Virtual Environments

    PART 1

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    Introduction

    Positive feelings associated with good userinterfaces:

    Mastery of the interface

    Competence in performing tasks

    Ease in learning the system originally and in assimilatingadvanced features

    Confidence in the capacity to retain mastery over time

    Enjoyment in using the system

    Eagerness to show the system off to novices

    Desire to explore more powerful aspects of the system

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    Examples of

    Direct-Manipulation Systems

    Command line vs. display editors and word processors Training times with display editors are much less than line editors

    Line editors are generally more flexible and powerful

    The advances of WYSIWYG word processors:

    Display a full page of text

    Display of the document in the form that it will appear when the finalprinting is done

    Show cursor action

    Control cursor motion through physically obvious and intuitively

    natural means Use of labeled icon for actions

    Display of the results of an action immediately

    Provide rapid response and display

    Offer easily reversible actions

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    Examples of

    Direct-Manipulation Systems: WYSIWYG

    word processing

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    Examples of

    Direct-Manipulation Systems (cont.)

    Technologies that derive from the word processor:

    Integration

    Desktop publication software Slide-presentation software

    Hypermedia environments

    Improved macro facilities

    Spell checker and thesaurus

    Grammar checkers

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    Examples of

    Direct-Manipulation Systems (cont.)

    The VisiCalc spreadsheet and its descendants

    VisiCalc users delighted in watching the program propagate

    changes across the screen.

    In some cases, spatial representations provide a better model

    of reality

    Successful spatial data-management systems depend on

    choosing appropriate:

    Icons

    Graphical representations

    Natural and comprehensible data layouts

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    Examples of

    Direct-Manipulation Systems (cont.):

    spreadsheet

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    Examples of

    Direct-Manipulation Systems (cont.)spatial data management

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    Examples of

    Direct-Manipulation Systems (cont.)

    Video games

    Nintendo Wii, Sony PlayStation, and Microsoft Xbox

    Field of action is visual and compelling

    Commands are physical actions whose results are immediately shown on

    the screen

    No syntax to remember

    Most games continuously display a score

    Direct manipulation in SimSity

    Second Life virtual world Spore

    Myst well received

    DOOM and Quake controversial

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    Examples of

    Direct-Manipulation Systems (cont.)

    Guitar Hero video game

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    Examples of

    Direct-Manipulation Systems (cont.)

    Computer-aided design Computer-aided design (CAD) use direct manipulation

    Manipulate the object of interest

    Generate alternatives easily

    Explain the impact

    Problem solving by analogy to the real-world

    Office automation Xerox Star was a pioneer with sophisticated formatting

    Apple Lisa System

    Rapid and continuous graphical interaction

    Microsoft Windows is a descendant

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    Continuing Evolution of

    Direct-Manipulation SystemsDirect-Manipulation interfaces are being used in a wide range of applications,

    e.g. management dashboard for a retail store

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    Continuing evolution of

    Direct-Manipulation Systems (cont.)

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    Discussion of

    Direct Manipulation

    Problems with direct manipulation

    Spatial or visual representations can be too spread out

    High-level flowcharts and database-schema can become

    confusing Designs may force valuable information off of the screen

    Users must learn the graphical representations

    The visual representation may be misleading

    Typing commands with the keyboard may be faster

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    Principles of

    Direct Manipulation

    1. Continuous representations of the objects and

    actions of interest with meaningful visual

    metaphors.

    2. Physical actions or presses of labeled buttons,instead of complex syntax.

    3. Rapid, incremental, reversible actions whose effects

    on the objects of interest are visible immediately.

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    Interface-Building Tools

    Visual Thinking and Icons The visual nature of computers can challenge the first

    generation of hackers

    An icon is an image, picture, or symbol representing a

    concept Icon-specific guidelines Represent the object or action in a familiar manner

    Limit the number of different icons

    Make icons stand out from the background

    Consider three-dimensional icons Ensure a selected icon is visible from unselected icons

    Design the movement animation

    Add detailed information

    Explore combinations of icons to create new objects or actions

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    3D Interfaces

    Pure 3D interfaces have strong utility in some contexts, e.g.,medical, product design. In other situations, moreconstrained interaction may actually be preferable to simplifyinteractions.

    Enhanced interfaces, better than reality, can help reducethe limitations of the real-world, e.g., providing simultaneousviews.

    Avatars in multiplayer 3-D worlds

    First person games

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    3D Interfaces (cont.)

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    3D Interfaces (cont.)Features for effective 3D

    Use occlusion, shadows, perspective, and other 3D techniques

    carefully.

    Minimize the number of navigation steps for users to accomplish

    their tasks.

    Keep text readable. Avoid unnecessary visual clutter, distraction, contrast shifts, and

    reflections.

    Simplify user movement.

    Prevent errors.

    Simplify object movement

    Organize groups of items in aligned structures to allow rapid visual

    search.

    Enable users to construct visual groups to support spatial recall.

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    3D Interfaces (cont.)

    Guidelines for inclusion of enhanced 3D features:

    Provide overviews so users can see the big picture

    Allow teleoperation

    Offer X-ray vision so users can see into or beyond objects.

    Provide history keeping

    Permit rich user actions on objects

    Enable remote collaboration

    Give users control over explanatory text and let usersselect for details on demand.

    Offer tools to select, mark, and measure.

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    3D Interfaces (cont.)

    Guidelines for inclusion of enhanced 3D features(cont.):

    Implement dynamic queries to rapidly filter out unneededitems.

    Support semantic zooming and movement

    Enable landmarks to show themselves even at a distance

    Allow multiple coordinated views

    Develop novel 3D icons to represent concepts that are

    more recognizable and memorable.

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    Teleoperation

    Two parents: direct manipulation in personal computersand process control in complex environments

    Physical operation is remote

    Complicating factors in the architecture of remote

    environments: Time delays

    transmission delays

    operation delays

    Incomplete feedback Feedback from multiple sources

    Unanticipated interferences

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    Virtual and

    Augmented Reality

    Virtual reality breaks the physical limitations of space and

    allow users to act as though they were somewhere else

    Augmented reality shows the real world with an overlay of

    additional overlay Situational awareness shows information about the real world

    that surrounds you by tracking your movements in a computer

    model

    Augmented reality is an important variant Enables users to see the real world with an overlay of

    additional interaction.

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    Virtual and

    Augmented Reality (cont.)

    Successful virtual environments depend on thesmooth integration of:

    Visual Display

    Head position sensing

    Hand-position sensing

    Force feedback

    Sound input and output

    Other sensations

    Cooperative and competitive virtual reality

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    Impact of this

    technology in our everyday lives

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    Menu, Form & Dialogue Box

    PART 2

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    Task-Related

    Organization

    "The primary goal for menu, form fill-in, and

    dialog-box designers is to create a sensible,

    comprehensible, memorable, and convenientorganization relevant to the user's task."

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    Single Menus

    Binary Menus

    Mnemonic letters

    Radio Buttons

    Button Choice

    3. What is your marital status?o Single

    o Married

    o Widowed/divorced/separated

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    Single Menus (cont.)

    Multiple-item Menus

    Multiple-selection menus or check boxes

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    Single Menus (cont.)

    Pull-down, pop-up, and toolbar menus Pull-down menus

    Always available to the user by making selections on atop menu bar

    Pull-down menus (cont.) Key board shortcuts

    E.g., Ctrl-C important to support expert userefficiency

    Toolbars, iconic menus, and palletes

    Offers actions on a displayed object Pop-up menus

    Appear on a display in response to a check or tapwith a pointing device.

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    Single Menus (cont.)

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    Single Menus (cont.)

    To see updates from friends, photos and feeds, the Zumobi Ziibii interface

    (http://www.zumobi.com) allows users to choose between two styles of presentation.

    On the left is a static list of text/image items with a gestural swipe used to control

    paging, and on the right is a dynamic scrolling ticker (called River) which

    horizontally scrolls titles and images across the screen.

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    Single Menus (cont.)

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    Single Menus (cont.)

    Menus for long lists Scrolling menus, combo boxes, and fisheye menus

    Scrolling menus display the first portion of the menuand an additional menu item, typically an arrow thatleads to the next set of items in the menu sequence.

    Combo boxes combine a scrolling menu with a text-entry filed.

    Fisheye menus display all of the menu items on thescreen at once, but show only items near the cursor atfull size.

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    Single Menus (cont.)

    Menus for long lists (cont.)

    Sliders and alphasliders

    When items consist of ranges or numerical

    values, a slider is a natural choice to allow the

    selection of a value.

    The alphaslider uses multiple levels of

    granularity in moving the slider thumb and

    therefore can support tens or hundreds ofthousand of items.

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    Single Menus (cont.)

    Menus for long lists (cont.)

    Two-dimensional menus

    Fast and vast two-dimensional menus give users a

    good overview of the choices, reduce the number of

    required actions, and allow rapid selection.

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    Single Menus (cont.)

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    Single Menus (cont.)

    Embedded menus and hotlinks

    Embedded menus are an alternative to explicit menus

    It is natural to allow users reading about people, events,

    and places to retrieve detailed information by selecting

    menus in context.

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    Single Menus (cont.)

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    Combination of

    Multiple Menus

    Linear menu sequences and simultaneous menus

    Linear

    Guide the user through complex decision-making

    process.

    E.g. cue cards or "Wizards"

    Effective for novice users performing simple tasks

    Simultaneous

    Present multiple active menus at the same time andallows users to enter choices in any order

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    Combination of

    Multiple Menus (cont.)

    Tree-structured menus

    Designers can form categories of similar items to create a

    tree structure

    E.g., fonts, size style, spacing

    Fast retrieved if natural and comprehensive

    Use terminology from the task domain

    Expanding menus maintain the full context of each choice

    E.g., Windows Explorer

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    Combination of

    Multiple Menus (cont.)

    Menu Maps

    Menu maps can help users stay oriented in a large menutree

    Effective for providing overviews to minimize userdisorientation.

    Acyclic and Cyclic Networks

    Useful for

    social relationships transportation routing

    scientific-journal citations

    Can cause confusion and disorientation.

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    Content Organization

    Task-related grouping in tree organization

    Create groups of logically similar items

    Form groups that cover all possibilities

    Make sure that items are nonoverlapping Use familiar terminology, but ensure that items are distinct

    from one another

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    Content Organization (cont.)

    Item Presentation Sequence The order of items in the menu is important, and should

    take natural sequence into account when possible:

    Time

    Numeric ordering Physical properties

    When cases have no task-related orderings, the designermust choose from such possibilities as:

    Alphabetic sequence of terms

    Grouping of related items Most frequently used items first

    Most important items first.

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    Content Organization (cont.)

    Adaptive menus in Microsoft Office.

    A font-selection menu lists the

    recently used fonts near the top ofthe menu (as well as in the full list),

    making it easier to quickly select

    the popular fonts.

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    Content Organization (cont.)

    Menu layout

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    Content Organization (cont.)

    Menu layout (cont.)

    Titles

    For single menus, use a simple descriptive title.

    For tree-structured menus, use the exact same words in

    the higher-level menu items as in the titles for the nextlower-level menu.

    E.g. if a menu item is called Business and FinancialServices, the next screen should have that phrase asits title.

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    Content Organization (cont.)

    Menu layout

    Titles (cont.)

    Phrasing of menu items

    Use familiar and consistent terminology

    Ensure that items are distinct from one another

    Use consistent and concise phrasing

    Bring the keyword to the left

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    Content Organization (cont.)

    Menu layout (cont.)

    Graphic layout and design

    Constraints

    screen width and length

    display rate

    character set

    highlighting techniques

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    Content Organization (cont.)

    Menu layout (cont.)

    Establish guidelines for consistency of at least these

    menu components:

    Titles

    Item placement

    Instructions

    Error messages

    Status reports

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    Content Organization (cont.)

    Menu layout (cont.)

    Techniques

    Indentation

    Upper/lower case characters

    Symbols such as * or - to create separators or outlines

    Position markers

    Cascading or walking menus

    Magic lens

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    Fast Movement Through Menus

    Keyboard shortcuts

    Supports expert use

    Can make translation to a foreign language more difficult

    Bookmarks in browsers

    User configured toolbars

    D E i h M F

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    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    Form Fill-in

    Appropriate when many fields of data must be entered:

    Full complement of information is visible to user.

    Display resembles familiar paper forms. Few instructions are required for many 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.

    D E i h M F

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    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    D t E t ith M F

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    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    D t E t ith M F

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    Format-specific field

    Coded fields

    Telephone numbers

    Social-security numbers

    Times

    Dates

    Dollar amounts (or other currency)

    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    D t E t ith M F

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    Dialog Boxes

    Combination of menu and form fill-in techniques.

    Internal layout guidelines:

    Meaningful title, consistent style

    Top-left to bottom-right sequencing

    Clustering and emphasis

    Consistent layouts (margins, grid, white space, lines, boxes)

    Consistent terminology, fonts, capitalization, justification

    Standard buttons (OK, Cancel) Error prevention by direct manipulation

    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    D t E t ith M F

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    Dialog Boxes (cont.)

    External Relationship

    Smooth appearance and disappearance

    Distinguishable but small boundary

    Size small enough to reduce overlap problems

    Display close to appropriate items

    No overlap of required items Easy to make disappear

    Clear how to complete/cancel

    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    D t E t ith M F

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    Novel design combining menus and direct manipulation

    Pie menus (example here)

    Control menus

    Marking menus

    Flow menus

    Toolglass

    Data Entry with Menus: Form

    Fill-in, Dialog Boxes, and Alternatives

    Audio Menus and

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    Audio Menus and

    Menus for Small Displays

    Menu systems in small displays and situations where handsand eyes are busy are a challenge.

    Audio menus Verbal prompts and option descriptions

    Input is normally verbal or keypad

    Not persistent, like a visual display, so memorization isrequired.

    Request users can avoid listening to options

    Audio Menus and

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    Audio Menus and

    Menus for Small Displays (cont.)

    Menu for small displays

    E.g., entertainment, communication services

    Learnability is a key issue

    Hardware buttons

    Navigation, select

    Expect interactions

    Tap interface GPS and radio frequency identification provides same

    automatic input

    Audio Menus and

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    Audio Menus and

    Menus for Small Displays (cont.)

    Telephone menus use soft keys to present context-dependent menu items. The

    convention used here is to consistently place selections on the left side and back

    or exit options on the right side. Hard buttons control the connect and disconnect

    functions. Dedicated buttons facilitate scrolling through lists. The current position in

    the list is indicated on the right side of the screen.

    Audio Menus and

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    Audio Menus and

    Menus for Small Displays (cont.)

    The Zumobi interface (http://www.zumobi.com) on a mobile phone starts with

    four tiles using a two-level zoom interaction to see the tile details (left side).

    The user can specify which tiles are in their zoomspace. Then, when they

    become more familiar with the interface, they can add up to a total of 16 tiles

    using a three-level zoom interaction to smoothly go between overview, zone

    view, and detail view (right side). The application accommodates thumb use on

    touchscreens, numeric key pads for zone-based zooming, 4-way D-Pads, and even

    thumb-roller controllers.

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    Command & Natural Languages

    PART 3

    Basic Goals

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    Basic Goals

    of Language Design

    Precision

    Compactness

    Ease in writing and reading Speed in learning

    Simplicity to reduce errors

    Ease of retention over time

    Higher Level

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    Higher-Level

    Goals of Language Design

    Close correspondence between reality and the

    notation

    Convenience in carrying out manipulations relevant

    to user's tasks

    Compatibility with existing notations

    Flexibility to accommodate novice and expert users

    Expressiveness to encourage creativity

    Visual appeal

    Functionality to

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    Functionality to

    Support Users Tasks

    Users do wide range of work:

    text editing

    electronic mail financial management

    airline or hotel reservations

    inventory manufacturing process control

    gaming

    Functionality to

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    Functionality to

    Support Users Tasks (cont.)

    Designers should

    determine functionality of the system by studying users' task domain

    create a list of task actions and objects

    abstract this list into a set of interface actions and objects

    represent low-level interface syntax

    create a table of user communities and tasks, with expected use frequency

    determine hierarchy of importance of user communities (i.e. prime users)

    evaluate destructive actions (e.g. deleting objects) to ensure reversibility

    identify error conditions and prepare error messages

    allow shortcuts for expert users, such as macros and customizing system

    parameters

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    Command-Organization

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    Command-Organization

    Strategies

    A unifying interface concept or metaphor aids learning

    problem solving

    retention

    Designers often err by choosing a metaphor closer to machinedomain than to the user's task domain.

    Simple command set Each command is chosen to carry out a single task. The number of

    commands match the number of tasks. For small number of tasks, this can produce a system easy to learn and

    use.

    E.g. the vi editor of Unix.

    Command plus

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    Command plus

    arguments/options

    Command plus arguments

    Follow each command by one or more arguments that indicate objects to bemanipulated, e.g. COPY FILEA, FILEB

    DELETE FILEA

    PRINT FILEA, FILEB, FILEC Keyword labels for arguments are helpful for some users, e.g. COPY FROM=FILEA

    TO=FILEB.

    Commands may also have options to indicate special cases, e.g.: PRINT/3,HQ FILEA

    PRINT (3, HQ) FILEA

    PRINT FILEA -3, HQ

    to produce 3 copies of FILEA on the printer in the headquarters building.

    Error rates and the need for extensive training increase with the number ofpossible options.

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    Benefits of Structure

    Human learning, problem solving, and memory are greatly facilitated bymeaningful structure.

    Beneficial for task concepts

    computer concepts

    syntactic details of command languages

    Consistent Argument Ordering

    Inconsistent order of arguments Consistent order of argumentsSEARCHfile no, message id SEARCH message id, file no

    TRIM message id, segment sizeTRIM message id, segment size

    REPLACE message id, code no REPLACE message id, code no

    INVERT group size, message id INVERT message id, group size

    Hierarchical

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    Hierarchical

    command structure

    The full set ofcommands is

    organized into a

    tree structure

    5x3x4 = 60 taskswith 5 command

    names and 1 rule of

    formation

    Action Object Destination

    CREATE File File

    DISPLAY Process Local printer

    REMOVE Directory Screen

    COPY Remote

    printer

    MOVE

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    Symbols vs. Keywords

    Command structure affects performance

    Symbol Editor Keyword Editor

    FIND:/TOOTH/;-1 BACKWARD TO "TOOTH"

    LIST;10 LIST 10 LINES

    RS:/KO/,/OK/;* CHANGE ALL "KO" TO "OK"

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    Naming & Abbreviations

    There is often a lack of consistency or obvious strategy for constructionof command abbreviations.

    Specificity Versus Generality

    Infrequent, discriminating words insert delete

    Frequent, discriminating words add remove

    Infrequent, nondiscriminating words amble perceive

    Frequent, nondiscriminating words walk view

    General words (frequent, nondiscriminating) alter correct

    Nondiscriminating nonwords (nonsense) GAC MIK

    Discriminating nonwords (icons) abc-adbc abc-ab

    Six Potential

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    Six Potential

    Abbreviation Strategies

    1. Simple truncation: The first, second, third, etc. letters of each

    command.

    2. Vowel drop with simple truncation: Eliminate vowels and use some of

    what remains.

    3. First and last letter: Since the first and last letters are highly visible,

    use them.

    4. First letter of each word in a phrase: Use with a hierarchical design

    plan.

    5. Standard abbreviations from other contexts: Use familiarabbreviations.

    6. Phonics: Focus attention on the sound.

    Guidelines for

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    Guidelines for

    using Abbreviations

    Ehrenreich and Porcu (1982) offer this set of guidelines:

    A simple primary rule should be used to generate abbreviations for most items; a simple

    secondary rule should be used for those items where there is a conflict.

    Abbreviations generated by the secondary rule should have a marker (for example, anasterisk) incorporated in them.

    The number of words abbreviated by the secondary rule should be kept to a minimum.

    Users should be familiar with the rules used to generate abbreviations.

    Truncation should be used because it is an easy rule for users to comprehend and

    remember. However, when it produces a large number of identical abbreviations for

    different words, adjustments must be found. Fixed-length abbreviations should be used in preference to variable-length ones.

    Abbreviations should not be designed to incorporate endings (ING, ED, S).

    Unless there is a critical space problem, abbreviations should not be used in messages

    generated by the computer and read by the user.

    Command-language

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    Command language

    Guidelines

    Natural Language

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    Natural Language

    in Computing

    Natural-language interaction

    Natural-language queries and question answering

    Text-database searching Natural-language text generation

    Adventure games and instructional systems

    Natural Language

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    Natural Language

    in Education

    CognitiveTutor traces student progress in mastering skills and

    concepts, then assigns individually tuned problems

    Communicating with students via Natural Language

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    Interaction Devices

    PART 4

    K b d L

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    Keyboard Layouts

    QWERTY layout 1870 Christopher Latham Sholes

    good mechanical design and a clever placement of the letters that sloweddown the users enough that key jamming was infrequent

    put frequently used letter pairs far apart, thereby increasing finger traveldistances

    Dvorak layout 1920

    reduces finger travel distances by at least one order of magnitude

    Acceptance has been slow despite the dedicated efforts of some devotees

    it takes about 1 week of regular typing to make the switch, but most users

    have been unwilling to invest the effort

    K b d L

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    Keyboard Layouts

    K b d L ( )

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    Keyboard Layouts (cont.)

    ABCDE style 26 letters of the alphabet laid out in alphabetical order

    nontypists will find it easier to locate the keys

    Additional keyboard issues IBM PC keyboard was widely criticized because of the

    placement of a few keys

    backslash key where most typists expect SHIFT key

    placement of several special characters near the ENTER key

    Number pad layout

    wrist and hand placement

    K b d L t ( t )

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    Keyboard Layouts (cont.)

    Keys 1/2 inch square keys

    1/4 inch spacing between keys

    slight concave surface

    matte finish to reduce glare finger slippage

    40- to 125-gram force to activate 3 to 5 millimeters displacement

    tactile and audible feedback important

    certain keys should be larger (e.g. ENTER, SHIFT, CTRL)

    some keys require state indicator, such as lowered position or lightindicator (e.g. CAPS LOCK)

    key labels should be large, meaningful, permanent

    some "home" keys may have additional features, such as deeper cavityor small raised dot, to help user locate their fingers properly (caution -no standard for this)

    K b d L t ( t )

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    Keyboard Layouts (cont.)

    Function keys users must either remember each key's function, identify them from the screen's

    display, or use a template over the keys in order to identify them properly

    can reduce number of keystrokes and errors

    meaning of each key can change with each application

    placement on keyboard can affect efficient use

    special-purpose displays often embed function keys in monitor bezel

    lights next to keys used to indicate availability of the function, or on/off status

    typically simply labeled F1, F2, etc, though some may also have meaningful labels, such

    as CUT, COPY, etc.

    frequent movement between keyboard home position and mouse or function keys can

    be disruptive to use

    alternative is to use closer keys (e.g. ALT or CTRL) and one letter to indicate special

    function

    K b d L t ( t )

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    Keyboard Layouts (cont.)

    Cursor movement keys up, down, left, right

    some keyboards also provide diagonals

    best layout is natural positions

    inverted-T positioning allows users to place their middlethree fingers in a way that reduces hand and fingermovement

    cross arrangement better for novices than linear or box

    typically include typamatic (auto-repeat) feature

    important for form-fillin and direct manipulation other movements may be performed with other keys, such

    as TAB, ENTER, HOME, etc.

    K b d L t ( t )

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    Keyboard Layouts (cont.)

    Keyboard and keypads for small devices

    Wireless or foldable keyboards

    Virtual keyboards

    Cloth keyboards

    Soft keys

    Pens and touchscreens

    K b d L t ( t )

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    Keyboard Layouts (cont.)

    The popular RIM Blackberry (http://www.blackberry.com) shown here on the left

    demonstrated that many people could use a reduced-size keyboard on a regular basis;

    users typically type with one finger or with both thumbs. The Nokia device in the middle

    shows that non-English-speaking countries may use different keyboard layouts (here, a

    French AZERTY keyboard). On the right, a larger keyboard uses the longer dimension of

    the device and can be slid back into the device when not needed (http://www.nokia.com).

    K b d L t ( t )

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    Keyboard Layouts (cont.)

    Dasher predicts probable characters and words as users make their selections

    in a continuous two-dimensional stream of choices

    Other text entry methods

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    Other text entry methods

    The virtual keyboard of

    the Apple iPhone gainsprecision by allowing finger

    repositioning and then

    activates on lift-off

    Other text

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    entry methods (cont.)

    Another method is to handwrite on a touch sensitive

    surface, typically with a stylus using Graffiti on the Palm devices

    Pointing Devices

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    Pointing Devices

    Pointing devices are applicable in six types of interaction tasks:

    1. Select: user chooses from a set of items.

    used for traditional menu selection, identification of a file in a directory, or marking of a part in an automobiledesign.

    2. Position: user chooses a point in a one-, two-, three-, or higher-dimensional space

    used to create a drawing, to place a new window, or to drag a block of text in a figure.

    3. Orient:

    user chooses a direction in a two-, three-, or higher-dimensional space. direction may simply rotate a symbol on the screen, indicate a direction of motion for a space ship, or control the

    operation of a robot arm.

    4. Path: user rapidly performs a series of position and orient operations.

    may be realized as a curving line in a drawing program, the instructions for a cloth cutting machine, or the route ona map.

    5. Quantify: user specifies a numeric value.

    usually a one-dimensional selection of integer or real values to set parameters, such as the page number in adocument, the velocity of a ship, or the amplitude of a sound.

    6. Text: user enters, moves, and edits text in a two-dimensional space. The

    pointing device indicates the location of an insertion, deletion, or change.

    more elaborate tasks, such as centering; margin setting; font sizes; highlighting, such as boldface or underscore;and page layout.

    Pointing Devices

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    Pointing Devices

    Direct-Control

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    Pointing Devices

    Lightpen enabled users to point to a spot on a screen and to

    perform a select, position, or other task

    it allows direct control by pointing to a spot on the

    display incorporates a button for the user to press when the

    cursor is resting on the desired spot on the screen

    lightpen has three disadvantages: users' hands

    obscured part of the screen, users had to remove theirhands from the keyboard, and users had to pick up thelightpen

    Direct-Control

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    Pointing Devices (cont.)

    Touchscreen

    allows direct control touches on the screen using a finger

    early designs were rightly criticized for causing fatigue, hand-

    obscuring-the-screen, hand-off-keyboard, imprecise pointing, and the

    eventual smudging of the display lift-off strategy enables users to point at a single pixel

    the users touch the surface

    then see a cursor that they can drag around on the display

    when the users are satisfied with the position, they lift their fingers off

    the display to activate

    can produce varied displays to suit the task

    are fabricated integrally with display surfaces

    Direct-control

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    pointing devices (cont.)

    Tablet PCs and Mobile Devices:

    Natural to point on the LCD surface

    Stylus

    Keep context in view

    Pick up & put down stylus

    Gestures and handwriting recognition

    Indirect

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    Pointing Devices

    mouse the hand rests in a comfortable position, buttons

    on the mouse are easily pressed, even longmotions can be rapid, and positioning can beprecise

    trackball

    usually implemented as a rotating ball 1 to 6inches in diameter that moves a cursor

    joystick are appealing for tracking purposes

    graphics tablet a touch-sensitive surface separate from the

    screen

    touchpad built-in near the keyboard offers the convenience

    and precision of a touchscreen while keeping theuser's hand off the display surface

    Comparison of

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    Pointing Devices Human-factors variables

    speed of motion for short and long distances

    accuracy of positioning

    error rates

    learning time

    user satisfaction

    Other variables

    cost

    durability

    space requirements weight

    left- versus right-hand use

    likelihood to cause repetitive-strain injury

    compatibility with other systems

    Comparison of

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    Pointing Devices (cont.)

    Some results

    direct pointing devices faster, but less accurate

    graphics tablets are appealing when user can remain with device for long periods

    without switching to keyboard

    mouse is faster than isometric joystick

    for tasks that mix typing and pointing, cursor keys a faster and are preferred by users toa mouse

    muscular strain is low for cursor keys

    Fitts' Law

    Index of difficulty = log2 (2D / W)

    Time to point = C1 + C2 (index of difficulty)

    C1 and C2 and constants that depend on the device

    Index of difficulty is log2 (2*8/1) = log2(16) = 4 bits

    A three-component equation was thus more suited for the high-precision pointing task:

    Time for precision pointing = C1 + C2 (index of difficulty) + C3 log2 (C4 / W)

    Novel Devices

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    Novel Devices

    1. Foot controls

    2. Eye-tracking

    3. Multiple-degrees-of-freedom devices

    4. DataGlove

    5. Haptic feedback6. Bimanual input

    7. Ubiquitous computing and tangible user interfaces

    8. Handheld devices

    9. Smart pens10. Table top touch screens

    11. Game controllers

    Novel Devices (cont.)

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    ( )

    Speech and

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    Auditory Interfaces

    Speech recognition still does not match thefantasy of science fiction:

    demands of user's working memory background noise problematic

    variations in user speech performance impactseffectiveness

    most useful in specific applications, such as tobenefit handicapped users

    Speech and

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    Auditory Interfaces (cont.)

    Speech and

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    Auditory Interfaces (cont.)

    Discrete word recognition recognize individual words spoken by a specific person; can work with 90- to 98-

    percent reliability for 20 to 200 word vocabularies

    Speaker-dependent training, in which the user repeats the full vocabulary once ortwice

    Speaker-independent systems are beginning to be reliable enough for certaincommercial applications

    been successful in enabling bedridden, paralyzed, or otherwise disabled people

    also useful in applications with at least one of the following conditions: speaker's hands are occupied

    mobility is required

    speaker's eyes are occupied

    harsh or cramped conditions preclude use of keyboard

    voice-controlled editor versus keyboard editor lower task-completion rate

    lower error rate

    use can disrupt problem solving

    Speech and

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    Auditory Interfaces (cont.)

    Continuous-speech recognition Not generally available:

    difficulty in recognizing boundaries between spoken words

    normal speech patterns blur boundaries

    many potentially useful applications if perfected

    Speech store and forward Voice mail users can

    receive messages

    replay messages

    reply to caller

    forward messages to other users, delete messages archive messages

    Systems are low cost and reliable.

    Speech and

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    Auditory Interfaces (cont.)

    Voice information systems Stored speech commonly used to provide information about tourist

    sites, government services, after-hours messages for organizations

    Low cost

    Voice prompts Deep and complex menus frustrating

    Slow pace of voice output, ephemeral nature of speech, scanningand searching problems

    Voice mail

    Handheld voice recorders

    Audio books

    Instructional systems

    Speech and

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    Auditory Interfaces (cont.)

    Speech generation Michaelis and Wiggins (1982) suggest that speech generation is

    "frequently preferable" under these circumstances:

    The message is simple.

    The message is short.

    The message will not be referred to later.

    The message deals with events in time.

    The message requires an immediate response.

    The visual channels of communication are overloaded.

    The environment is too brightly lit, too poorly lit, subject to severevibration, or otherwise unsuitable for transmission of visualinformation.

    The user must be free to move around.

    The user is subjected to high G forces or anoxia

    Speech and

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    Auditory Interfaces (cont.)

    Audio tones, audiolization, and music

    Sound feedback can be important:

    to confirm actions

    offer warning

    for visually-impaired users

    music used to provide mood context, e.g. in games

    can provide unique opportunities for user, e.g. with

    simulating various musical instruments

    Displays Small and Large

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    Displays Small and Large

    The display has become the primary source offeedback to the user from the computer The display has many important features, including:

    Physical dimensions (usually the diagonal dimension anddepth)

    Resolution (the number of pixels available) Number of available colors, color correctness

    Luminance, contrast, and glare

    Power consumption

    Refresh rates (sufficient to allow animation and video)

    Cost Reliability

    Displays Small and Large (cont.)

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    Displays Small and Large (cont.)

    Usage characteristics distinguish displays:

    Portability

    Privacy

    Saliency

    Ubiquity

    Simultaneity

    Display technology

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    Display technology

    Monochrome displays are adequate, and are attractive because of their lower cost

    RGB shadow-mask displays small dots of red, green, and blue phosphors packed closely

    Raster-scan cathode-ray tube (CRT)

    electron beam sweeping out lines of dots to form letters refresh rates 30 to 70 per second

    Liquid-crystal displays (LCDs) voltage changes influence the polarization of tiny capsules of liquid crystals

    flicker-free

    size of the capsules limits the resolution

    Plasma panel

    rows of horizontal wires are slightly separated from vertical wires by small glass-enclosedcapsules of neon-based gases

    Light-emitting diodes (LEDs) certain diodes emit light when a voltage is applied

    arrays of these small diodes can be assembled to display characters

    Display technology (cont.)

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    Display technology (cont.)

    Electronic ink

    Paper like resolution

    Tiny capsules with negatively and positivelycharged particles

    Braille displays

    Pins provide output for the blind

    Displays Large and Small (cont.)

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    Displays Large and Small (cont.)

    Large displays

    Informational wall

    displays Interactive wall

    displays

    Multiple desktop

    displays

    Displays Large and Small (cont.)

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    Displays Large and Small (cont.)

    Heads-up and helmet mounted displays

    A heads-up display can, for instance, project

    information on a partially silvered widescreen of

    an airplane or car

    A helmet/head mounted display (HMD) moves

    the image with the user

    3D images

    Mobile Device Displays

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    Mobile Device Displays

    Currently mobile devices used forbrief tasks, except for game playing

    Optimize for repetitive tasks

    Custom designs to take advantageof every pixel

    DataLens allows compact overviews

    Web browsing difficult

    Okay for linear reading, but making

    comparisons can be difficult

    Animation, image, and video

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    Animation, image, and video

    Accelerated graphics hardware More information shared and downloaded on the

    web

    Scanning of images and OCR

    Digital video

    CD-ROMs and DVDs

    Compression and decompression through MPEG

    Computer-based video conferencing

    Reference

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    Reference

    Shneiderman, B. andPlaisant, C. (2004).

    Designing the User

    Interface. 5th Edition,Pearson.

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