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The Interaction PASCA – PIO GUNADARMA UNIVERSITY DEC 2012

The Interaction

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The Interaction. PASCA – PIO GUNADARMA UNIVERSITY DEC 2012. Overview. Interaction Models understand human-computer communication Ergonomics Physical characteristics of interaction Context Social Organizational. Task Analysis. Domain - area of expertise e.g. web site design - PowerPoint PPT Presentation

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Page 1: The Interaction

The Interaction

PASCA – PIO

GUNADARMA UNIVERSITY

DEC 2012

Page 2: The Interaction

OverviewInteraction Models

understand human-computer communication

ErgonomicsPhysical characteristics of interaction

ContextSocialOrganizational

Page 3: The Interaction

Task AnalysisDomain - area of expertisee.g. web site design

Concepts - important aspectse.g. HTML, Java, JPEG, editor, browser

Task - operation within domaine.g. design a web page

Intention - specific action toward goale.g. insert a picture here

Page 4: The Interaction
Page 5: The Interaction

The human action cycle is a psychological model which describes the steps humans take when they interact with computer systems The three stages of the human action cycle (goal formation, execution and evaluation). The model is divided into three stages of seven steps in total, and is (approximately) as follows: Goal formation stage

1. Goal formation. Execution stage

2. Translation of goals into a set of (unordered) tasks required to achieve the goal. 3. Sequencing the tasks to create the action sequence. 4. Executing the action sequence.

Evaluation stage5. Perceiving the results after having executed the action sequence. 6. Interpreting the actual outcomes based on the expected outcomes. 7. Comparing what happened with what the user wished to happen.

Page 6: The Interaction

The Execution-Evaluation Cycle

Execution• Establish the goal• Form the intention• Specify the action

sequence• Execute the action

Evaluation• Perceive the system

state• Interpret the system

state• Evaluate the system

state

Page 7: The Interaction

Pressing a Button

Goal: See what’s underneath a windowIntention: Click the minimize buttonSequence: Find, move, clickExecute: Move hand, press finger downPerceive: Open eyes, lookInterpret: Button pressed, window smallerEvaluate: Mission accomplished

Page 8: The Interaction

Problems

Gulf of ExecutionHow do I do X?Actions allowed by system should correspond to those intended by user

Gulf of EvaluationWhat just happened?Distance between physical presentation and the expectation of the user

Page 9: The Interaction

Interface

Interaction Framework

SCore

UTask

OOutput

IInput

articulationperformance

presentation observation

Page 10: The Interaction

Turning on the Lights

SCore

UTask

OOutput

IInput

articulationperformance

presentation observation

Page 11: The Interaction

Turning on the Lights

SCore

UTask

OOutput

IInput

articulationperformance

presentation observation

switches

wiring flip

lights

circuit

power photons

Page 12: The Interaction

Social Context

Ergonomics

DialogDesign

ScreenDesign

The Framework and HCI

S UO

I

Page 13: The Interaction

The Ergonomics of Arrangement

FunctionalRelated contols and displays groupedMultiple device remote controls

SequentialControls and displays grouped by task orderReal menus

FrequencyFrequently used controls easier to access

Page 14: The Interaction

Physical Ergonomics

How comfortable is the user?Position - fatigueTemperature - concentrationLighting - eyestrain or glareNoise - hearing lossTime - exposureColor - eyestrain, color blindness

Page 15: The Interaction

Social Context

How does social context affect interaction?

Others - desire to impress, competition, fear of failureMotivation - fear, allegiance, ambition, self-satisfaction

Inadequate systems cause frustration, lack of motivation

Page 16: The Interaction

Interaction Styles

What is the nature of the interface?Command lineMenusNatural languageQuery dialogFormsWIMP (Window, Icon, Menu, Pointer)

Page 17: The Interaction

Command LineFirst interactive dialog styleDirect - no parsing through choicesFlexible - options, iterationMemory - commands must be memorized

Consistent, meaningful namesvocabulary of the user

Slow learning curve

Page 18: The Interaction

Menus

Shows available choicesFaster learning curveFamiliar from dining outIndirect - parse through all optionsText or graphicsKeyboard or mousePress the Windows key

Page 19: The Interaction

Natural Language

Most attractive at first glanceAmbiguous sentences

The man hit the boy with the stickWho is holding the stick

Ambiguous wordsCumbersomeFast learning curveInvoke the stupid paper clip

Page 20: The Interaction

Query Dialog

Questions and AnswerMultiple choice, true/false or codesFast learning curveRestricted domainsE.g. setting up an O/SSave the presentation to HTML

Page 21: The Interaction

Forms

Familiarity with paper formsSlots to fill information inSome slots blankEasy movement (e.g. tab key, mouse)Fast learning curveDirectAdd student to rolodex

Page 22: The Interaction

WIMP

WindowsIconsMenusPointersAlso…

ButtonsPallettesDialog Boxes

Page 23: The Interaction

Windows

Multiple simultaneous tasks on screenLayout policies

Tiling - adjacent windows

Cascading - overlapping windows

Scrollbars - displayed portion of contentsDecorations

title

minimize, maximize, close buttons

Page 24: The Interaction

IconsSimple pictoral representations

Minimized windowsSystem elements

Garbage canFloppy diskFolderGlobe

Page 25: The Interaction

Pointers

Manifestation of the mouse on the screenBasically a moving iconshape indicates mode

arrow

hourglass

cross hairs

hot spot - pixel that pointer pointing at

Page 26: The Interaction

Menus

Ordered lists of operationsSelected item is highlightedCascading sub-menusMenu bar

horizontal menu

cascading vertical sub-menus

Popup menus

Page 27: The Interaction

More menusPinned menus

Keep popular items on the screen

Indicated with a thumbtack icon

Keyboard acceleratorsFunction keys, alt-keys

Efficient expert operation

Pie menus

Page 28: The Interaction

Menu OrganizationHow are menu items organized

ImportanceFrequencySeparate opposite functionalityHick’s Law, describes the time it takes for a person to make a decision as a result of the possible choices he or she has.

Time to decide = .15 lg(choices+1) seconds

Page 29: The Interaction
Page 30: The Interaction

Buttons

One item menusIndividual buttons

Push button - invokes a command

Toggle button - changes state when clicked

Button groupsRadio buttons - only one selected

Check boxes - any combination

Page 31: The Interaction

Toolbars

Collections of small buttonsFunctionally a menu of iconsCustomizableTrouble recognizing icons

place text next to/instead of icon

tool tips - text that appears when pointer still

Palettes - indicate mode

Page 32: The Interaction

Dialog Boxes

Interactive communicationTask orientedWizardsAlertsExclusiveOn top

Page 33: The Interaction

Screen Design and Layout

What goes wherePresenting informationAesthetics vs. utilityKnowing what to doCulture

Page 34: The Interaction

Presenting Information

How is data best organized geometricallySorting

alphanumerically

size

first name/last name

Alignmentdecimal point

Page 35: The Interaction

Aesthetics vs. Utility

How fancy can my interface be?Foreground/Background

Background should not be distractingHigh contrast

Countergap between foreground elements

User interest, noveltySales - the demo factor

Page 36: The Interaction

Knowing What to Do

How can we make the interface obvious to the user?

Style guidesConsistency

Familiarity

Affordanceshandles lift

buttons push

Page 37: The Interaction

Culture

Not everyone is WesternInternationalizationResources - allow customization

language

color

Icon meaningsmeaning of check marks vs. x marks