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Interaction Styles

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the user is an idiot for using the package. any user can use the package effectively. the designer is an idiot for designing the user interaction in this way. History ... – PowerPoint PPT presentation

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Title: Interaction Styles


1
Interaction Styles
2
Overview
  • To frame our discussion, consider
  • What are the major interaction styles of
    human-computer interaction in use today?
  • On what dimensions could we compare and contrast
    these styles?
  • Is usability attainable in system development?

3
Outline
  • History
  • Command
  • Menu
  • Direct Manipulation
  • Which Interaction Style is best?
  • Measurable Goals
  • Principles in Designing for Usability

4
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5
Meaning
  • the user is an idiot for using the package.
  • any user can use the package effectively.
  • the designer is an idiot for designing the user
    interaction in this way.

6
History
  • Different terms have been used to describe the
    communication between the user and the computer
    (software). As richer styles of communication
    have become commonplace interaction styles has
    become the term of choice.

7
Command Line
  • Early applications were command-driven. Users
    were expert, knowledgeable and not afraid of
    computers. They could be expected to overcome any
    obstacles by sheer perseverance.

8
Command Line
  • Commands provide a way of expressing instructions
    to the computer directly. Communication between
    user and computer is purely textual.

9
Command Line
  • Commands can take the form of function keys,
    single characters, short abbreviations, whole
    words, or combination of the first two. An issue
    with command interface is the number of
    keystrokes required to complete a command.

10
Command Line
  • Commands must be remembered.
  • There is a difference between remembered when we
    consider recall and recognition. These are two
    distinct memory processes.

11
Concerns
  • Care must be taken in choosing the commands for
    the system.
  • Mnemonics are often suggested as a way to support
    recall. CTRL-c copy, CTRL-s save

12
Form Fill-in
  • Form fill-in was designed for clerical workers
    with little experience with computers, to enable
    them to carry out repetitive data entry tasks.
    These interfaces mimicked paper forms with the
    aim of retaining the characteristics of data
    entry in the paper medium.

13
Form Fill-in
  • Navigation from one data entry area to another
    was designed to allow clerks to move the
    insertion point without looking at the screen.
  • Relied heavily on users expertise in keyboarding.

14
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15
Menu
  • A list of options are presented to the user and
    the appropriate decision is selected by typing
    some code or selection the option required.
  • Menus do not require the user to remember the
    item they want, they only need to recognize it.

16
  • Choose the option desired
  • 1 input data manually
  • 2 input data from data file
  • 3 perform simple analysis
  • 4 perform detailed analysis
  • 5 other options
  • Select Option ?

17
Pull-Down Menu
18
Hierarchical
19
Concerns
  • 1. Naming of items on the option list
  • 2. Depth versus breadth
  • 3. Categorizing options
  • 4. Time to selection (Fitts Law)

20
Direct Manipulation
  • WIMP
  • Direct manipulation systems are characterized by
    icons representing objects. These objects can be
    acted upon directly by the user using a pointing
    device.

21
Direct Manipulation
  • The choice of icons to represent objects of
    interest to the user is important.
  • If representations are well-chosen then the
    learning curve is steep owing to the user's
    familiarity with the objects and intended
    actions.

22
Concerns
  • 1. The degree of match between the designer's
    choice of representation and the user's
    understanding.
  • 2. Choice of metaphors to support the user's
    activity.
  • 3. Explicit attention to places and ways the
    instantiated and "real" objects differ.
  • 4. Cultural bias of representation choices.

23
Which is Best?
24
Measurable Goals
  • 1. Time to learn -
  • How long does it take for typical members of the
    users community to learn how to use the commands
    relevant to a set of tasks?
  • 2. Speed of performance -
  • How long does it take to carry out the benchmark
    set of tasks?
  • 3. Rate of errors -
  • How many and what kinds of errors are made in
    carrying out the set of tasks?
  • 4. Retention over time -
  • How well do users maintain their knowledge after
    set period of time? (perhaps related to frequency
    of use)

25
Principles in Designing for Usability
  • Early Focus on Users and Tasks
  • Empirical Measurement
  • Iterative Design
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