may 11, 2007mohamad eid interaction frameworks paradigms, and styles chapter 3
TRANSCRIPT
May 11, 2007 Mohamad Eid
Interaction Frameworks Paradigms, and Styles
Chapter 3
May 11, 2007 Mohamad Eid
Outline1. Interaction Frameworks2. Interaction Paradigms
Large Scale Computing Personal Computing Networked Computing Mobile Computing Collaborative Environments Virtual Reality Augmented Reality
3. Interaction Styles Command Line Menu-Based Interface Form Fill-In Question and Answer Direct Manipulation Metaphors Web Navigation Three-Dimensional Environments Natural Language
4. Key points to review
May 11, 2007 Mohamad Eid
Interaction Frameworks
A framework is basically a structure that provides a context for conceptualizing something
We can use these frameworks to: Structure the design process Help us to identify problematic areas within the
design Help us to conceptualize the problem space as a
whole
May 11, 2007 Mohamad Eid
Interaction Framework
System (S)—Uses its core language (computational attributes related to system state)
User (U)—Uses its task language (psychological attributes related to user state)
Input (I)—Uses its input language
Output (O)—Uses its output language
May 11, 2007 Mohamad Eid
Interaction Framework
Based on Execution/Evaluation Action Cycle (EEC)
Execution Phase Articulation—The user formulates a goal, which is then
articulated using the input language. Performance—The input language is translated into the
core language (operations that the system will carry out). Presentation—The system manifests the result of the core-
language operations using the output language.
Evaluation Phase Observation—The user interprets the results on the screen
and reconciles them with the original goal.
May 11, 2007 Mohamad Eid
Interaction Paradigms
Large Scale Computing Personal Computing Networked Computing Mobile Computing Collaborative Environments Virtual Reality Augmented Reality
May 11, 2007 Mohamad Eid
Interaction Paradigms
Large circles represent principal paradigms. Oblong shapes represent convergent paradigms. Words without surrounding shapes represent specific system architectures (sometimes used for a paradigm reference, as in desktop computing for personal computing).
May 11, 2007 Mohamad Eid
Large Scale Computing
The original mainframe computers were large-scale computing machines, referred to as hosts
They resided in a central location They were accessed by remote alphanumeric
terminals equipped with keyboards The terminals were referred to as “dumb terminals” These systems are also referred to as host/terminal
systems
May 11, 2007 Mohamad Eid
Large Scale Computing Super Computers
These highly specialized machines crunch large amounts of data at high speed, as in computing fluid dynamics, weather patterns, seismic activity predictions, and nuclear explosion dynamics.
Supercomputers are used for the very high speed backbone (vBNS) connections that constitute the core of the Internet.
National Center for Super Computing Applications (NCSA)
May 11, 2007 Mohamad Eid
Personal Computing Desktop Computing
The Xerox Alto computer (1973)Courtesy Palo Alto Research Center.
The Alto, developed at the Xerox Palo Alto Research Center in 1973, was the first computer to use a GUI that involved the desktop metaphor: pop-up menus, windows, and icons
May 11, 2007 Mohamad Eid
Personal Computing
The Xerox Alto computer (1973)The Xerox Alto mail program (1973)
Courtesy Palo Alto Research Center.
May 11, 2007 Mohamad Eid
Personal Computing
Personal-Public Computing Public Access Computing – The information divide Public Information Appliances
Automated teller machine with touchscreen.Courtesy BigStockPhoto.com
May 11, 2007 Mohamad Eid
Networked Computing
Scope WAN – Wide Area Network MAN – Metropolitan Area Network LAN – Local Area Network PAN – Personal Area Network
Wired - Wireless Wi-Fi (IEEE 802.11x) Bluetooth 3G
May 11, 2007 Mohamad Eid
Mobile Computing Mobile computing technologies comprise a
very diverse family of devices: Laptop computers Tablet computers Game players MP3 players PDAs Cell phones
May 11, 2007 Mohamad Eid
Mobile Computing
Tablet computer
Laptop computer
Cell phone
MP3 player
Courtesy BigStockPhoto.com
Desktop metaphors do not translate well to mobile devices.
Hybrid desktop/mobile environments can afford optimal interaction efficiency.
May 11, 2007 Mohamad Eid
Mobile Computing
On-board navigation system.Courtesy BigStockPhoto.com
Mobile devices can be connected to global positioning systems (GPS) These have touchscreens and voice interaction to alleviate potential
visual attention problems during driving
May 11, 2007 Mohamad Eid
Mobile Computing
Mobile devices can offer situational computing that can take advantage of location-specific information through location-based mobile services (LMS). LMS can be beneficial for location-sensitive advertisements, public
service announcements, social interactions, and location-specific educational information.
May 11, 2007 Mohamad Eid
Collaborative Environments
Networks allow members of a group to interact with other members on shared files and documents. This creates a virtual space where people can
collaborate and work collectively. Groupware
Networks facilitate collaborative activities.
May 11, 2007 Mohamad Eid
Collaborative Environments
Collaborative work Communication Coordination Organization Presentation
Computer-mediated communication (CMC) Computer-supported cooperative work (CSCW)
What are some of the different types of groupware?
May 11, 2007 Mohamad Eid
Collaborative Environments
Remote interaction Synchronous
Video conferencing Instant messaging Chat rooms Remote access white boards
Asynchronous Recommender systems Bulletin boards Email
May 11, 2007 Mohamad Eid
Embodied Virtuality
Some of us use the term “embodied virtuality” to refer to the process of drawing computers out of their electronic shells. The “virtuality” of computer-readable data—all the different ways in which it can be altered, processed and analyzed—is brought into the physical world. (Weiser, 1991, 95)
May 11, 2007 Mohamad Eid
Embodied Virtuality
How do we disperse computing functionality throughout the environment?
What form should EV computing take?
What kind of interface does it require?
How much control should we retain, and how much should be automated?
May 11, 2007 Mohamad Eid
Embodied Virtuality
Emerging fields Ubiquitous/pervasive computing Invisible/transparent computing Wearable computing
May 11, 2007 Mohamad Eid
Embodied Virtuality - Ubiquitous/pervasive
Third Paradigm (Alan Key)
Devices like cameras, video recorders, musical instruments, and picture frames are becoming “smart” through the introduction of embedded chips.
The essence of UbiComp is that, to fulfill their potential, computing technologies must be considered a part of the fabric of our lives and not something that resides in a gray box.
May 11, 2007 Mohamad Eid
Embodied Virtuality - Ubiquitous/pervasive
Ambient computing The concept of a computational grid that is
seamlessly integrated into our physical environment Lighting systems Heating systems Electrical systems
Smart environments that sense and recognize people Face recognition ID tags
May 11, 2007 Mohamad Eid
Embodied Virtuality - Invisible/transparent
The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. (Weiser, 1991, 94)
Two approaches Make the interface simple and intuitive
Driving a car Remove the interface entirely
Automotive breaking systems
May 11, 2007 Mohamad Eid
Embodied Virtuality - Invisible/transparent
Information Appliances
PDAs, BlackBerry® devices, digital cameras, MP3 players, and portable game players.
An appliance specializing in information: knowledge, facts, graphics, images, video, or sound. An information appliance is designed to perform a specific activity, such as music, photography, or writing. A distinguishing feature of information appliances is the ability to share information among themselves. (Norman, 1998, 53)
A BlackBerrytype of device.
Courtesy of BigStockPhoto.com.
May 11, 2007 Mohamad Eid
Embodied Virtuality - Wearable
The underlying principle of wearable computing is the merging of information space with work space - humionics.
The goal of humionics is to create an interface that is unobtrusive and easily operated under work-related conditions.
Traditional I/O technologies are generally inadequate
Wearable systems must take advantage of auditory and haptic as well as visual interaction.
Wearable computing systems require multimodal interfaces.
May 11, 2007 Mohamad Eid
Embodied Virtuality - Wearable
Personal Area Network (PAN) Two types
Wireless network of wearable and proximal devices (IEEE) 802.15 Working Group for WPAN Microsoft – Connect to a Bluetooth personal area
network (PAN) Wearable devices that use the body to transmit
signals MIT Media Lab – Intrabody Signaling IBM Personal Area Network (PAN)
May 11, 2007 Mohamad Eid
Embodied Virtuality Embodied Virtuality Environments and Their Characteristics
Manual Automated Fixed Portable
UbiComp Some systems are manual Some systems are automated Some components are embedded
Some devices are portable
Invisible User does not interact with computer
System takes care of all computer functionality
Some system components are embedded
Some devices are portable
Wearable Many of the wearable components allow manual control
Some of the wearable components interact automatically with embedded sensors
Some systems use situated sensors that interact with wearable components
Most system components are portable (wearable)
Embodied virtuality environmentslocation/operation.
May 11, 2007 Mohamad Eid
Virtual Reality
The goals of the virtual reality (VR) community are the direct opposite of the goals of the EV community. EV strives to integrate computer functionality with
the real world VR strives to immerse humans in a virtual world
May 11, 2007 Mohamad Eid
Virtual Reality Vs. Embodied Virtuality
Virtual Reality Embodied Virtuality
May 11, 2007 Mohamad Eid
Virtual Reality
Nonimmersive - screen-based, pointer-driven, three-dimensional (3D) graphical presentations that may involve haptic feedback VRML QuickTime VR
Immersive VR environments are designed to create a sense of “being” in a world populated by virtual objects. To create a convincing illusion, they must use as many
human perceptual channels as possible.
May 11, 2007 Mohamad Eid
Virtual Reality - Immersive
Sketching a virtual world in the VR design tool ShadowLight.
CAVE automated virtual environment at the National Center for SupercomputingApplications (NCSA).http://brighton.ncsa.uiuc.edu/~prajlich/cave.html
Photographs and ShadowLight application courtesy of Kalev Leetaru.
Sensics piSight Virtual Reality (VR) system.
http://www.sensics.com/
May 11, 2007 Mohamad Eid
Augmented Reality
The goal of AR is to create a seamless integration between real and virtual objects in a way that augments the user’s perception and experience.
Criteria for AR environments The virtual information must be:
Relevant to and in sync with the real-world environment.
May 11, 2007 Mohamad Eid
Augmented Reality
AR I/O devices Heads Up Displays (HUD)
Optical see through Video see through MicroOptical MD-6
Critical Data Viewer.http://microoptical.net
/
Sportvue MC1 motorcycle helmet heads-up display.
http://www.sportvue.com/
May 11, 2007 Mohamad Eid
Virtuality Continuum
May 11, 2007 Mohamad Eid
Interaction Styles Command Line Menu-Based Interface Form Fill-In Question and Answer Direct Manipulation Metaphors Web Navigation Three-Dimensional Environments Zoomable Interface Natural Language
May 11, 2007 Mohamad Eid
Interaction Styles - Command Line
Command-line interfaces are fast and powerful. Many commands are abbreviated
quick and efficient Commands can be applied to many objects
simultaneously fast input
Some commands have multiple parameters that can be set and altered
precise and flexible
May 11, 2007 Mohamad Eid
Interaction Styles - Command Line
Advantages of command-line interfaces: Suitable for repetitive tasks Advantageous for expert users Offer direct access to system functionality Efficient and powerful Not encumbered with graphic controls
Low visual loadNot taxing on system resources
May 11, 2007 Mohamad Eid
Interaction Styles - Command Line
Disadvantages of command-line interfaces: Low command retention Steep learning curve High error rates Heavy reliance on memory Frustrating for novice users
May 11, 2007 Mohamad Eid
Interaction Styles - Menu-Based Interface
Menu-driven interfaces present users with sequential hierarchal menus that offer lists of functions. Textual: key-in number of option Graphical: use arrow keys or pointing device
May 11, 2007 Mohamad Eid
Interaction Styles - Menu-Based Interface
Menus are based on recognition as opposed to recall
No need to remember commands Users search from a list of possible choices List provides constraints Appropriate for small screens (iPod)
May 11, 2007 Mohamad Eid
Interaction Styles - Menu-Based Interface
Most menus are a variation on a few basic categories:
Single Sequential Hierarchal
Star network Web network
May 11, 2007 Mohamad Eid
Interaction Styles - Menu-Based Interface
Advantages of menu-based interfaces: Low memory requirements Self-explanatory Easy to undo errors Appropriate for beginners
Disadvantages of menu-based interfaces: Rigid and inflexible navigation Inefficient for large menu navigation Inefficient use of screen real estate Slow for expert users
May 11, 2007 Mohamad Eid
Interaction Styles - Form Fill-In
Similar to menu interfaces – present screens of information
Different than menu interfaces - used to capture information and proceed linearly not to navigate a hierarchical structure
May 11, 2007 Mohamad Eid
Interaction Styles - Form Fill-In
Advantages of form fill-in interfaces: Low memory requirements Self-explanatory Can gather a great deal of information in little space Present a context for input information
Disadvantages of form fill-in interfaces: Require valid input in valid format Require familiarity with interface controls Can be tedious to correct mistakes
May 11, 2007 Mohamad Eid
Interaction Styles - Question and Answer
Question and answer interfaces are also called wizards.
They are restricting for expert users They are easy for novice users
However, they may not know the required information
Users must be able to cancel a menu without affecting the state of the computer
May 11, 2007 Mohamad Eid
Interaction Styles - Question and Answer
Microsoft Add Network Place Wizard
(a) Add Network Place wizard. (b) Select a service provider. (c) Address of the network place.
May 11, 2007 Mohamad Eid
Interaction Styles - Question and Answer
Advantages of question and answer interfaces: Low memory requirements Self-explanatory Simple linear presentation Easy for beginners
Disadvantages of question and answer interfaces: Require valid input supplied by user Require familiarity with interface controls Can be tedious to correct mistakes
May 11, 2007 Mohamad Eid
Interaction Styles - Direct Manipulation
Ben Shneiderman (1982) Continuous representations of the objects and
actions of interest with meaningful visual metaphors.
Physical actions or presses of labeled buttons instead of complex syntax.
Rapid, incremental, reversible actions whose effects on the objects of interest are visible immediately.
May 11, 2007 Mohamad Eid
Interaction Styles - Direct Manipulation
Three phases in Direct Manipulation - Cooper, Reimann (2003) Free Phase—How the screen looks before any
user actions Captive Phase—How the screen looks during a
user action (click, click-drag, etc.) Termination Phase—How the screen looks after a
user action
May 11, 2007 Mohamad Eid
Interaction Styles - Direct Manipulation
Advantages of direct manipulation interfaces: Easy to learn Low memory requirements Easy to undo Immediate feedback to user actions Enables user to use spatial cues Easy for beginners
Disadvantages of direct manipulation interfaces: Not self-explanatory Inefficient use of screen real estate High graphical system requirements
May 11, 2007 Mohamad Eid
Interaction Styles - Metaphors
GUIs use visual relationships to real-world objects (metaphors)
Metaphors can help people relate to complex concepts and procedures by drawing on real-world knowledge
Real-world affordances can be reflected
What metaphors are used by contemporary GUIs?
May 11, 2007 Mohamad Eid
Interaction Styles - Metaphors
Microsoft Windows XP Apple OS X
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Interaction Styles - Metaphors
A metaphor’s function must be consistent with real-world expectations
Metaphors that do not behave the way people expect will cause confusion and frustration
Macintosh trashcan
May 11, 2007 Mohamad Eid
Interaction Styles - Metaphors
Don’t force a metaphor
Potential problems with metaphors Run out of metaphors
Some virtual processes and objects have no real-world counter parts
Mixed metaphors Carry connotations and association
May 11, 2007 Mohamad Eid
Interaction Styles - Web Navigation
Two basic interaction styles Link-based navigation
Sensitive to articulatory distanceAmbiguous link labels increase the gulf of evaluation
SearchSensitive to semantic distanceInadequate search engine algorithms increase the
gulf of executionSlight advantage in development of mental models
May 11, 2007 Mohamad Eid
Interaction Styles - Natural Language
Natural Language Interaction (NLI) - Interacting with computers using everyday language
Obstacles Language is ambiguous Meaning depends on context
“Search results”“She said she did not know”
Dependant on visual cues
May 11, 2007 Mohamad Eid
Interaction Styles - Natural Language
Two areas of development Speech recognition Semantics
Grammar issuesVague meaningsContradictory statements
NLIs may require constant clarification of linguistic ambiguities
May 11, 2007 Mohamad Eid
Interaction Styles - Natural Language
Advantages of NLI: Ease of learning Low memory requirements Flexible interaction Low screen requirements Appropriate for beginners
Disadvantages of NLI: Requires knowledge of the task domain May require tedious clarification dialogues Complex system development
May 11, 2007 Mohamad Eid
Summary
Goals of HCI: Improve safety functionality efficiency usability
Visibility and feedback Affordance and perceived affordance Goal = state; task = action Human/computer as system running on 2 processors Types, classes and abilities of users Productivity = functionality * usability Usability factors
e.g. learnability, fit, acceptability Contributing disciplines
e.g. linguistics, Artificial Intelligence
May 11, 2007 Mohamad Eid
Summary (Cont’d)
Human cognitive system - Limitations on: perception attention memory
Task analysis vs. functional analysis Star model with evaluation at centre UI levels
task conceptual model interaction style interaction element physical element
Usability engineering Layered approach = Model View Controller Software Design
Pattern Malfunction as a kind of defect (of usability)
May 11, 2007 Mohamad Eid
متشکرم
谢谢
ありがとう