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Chapter 6 Direct Manipulation

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Direct manipulation (Shneiderman 1982a) has become a popular concept in the ... the error messages are pretty poor, maybe because the designers have believed ... – PowerPoint PPT presentation

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Title: Chapter 6 Direct Manipulation


1
Chapter 6 - Direct Manipulation Virtual
Environments
  • Christopher Bunn Robert Stanley

2
Overview - Direct Manipulation Systems
  • What does interactive systems generate to the
    users
  • Mastery of the interface
  • Competence in performing the task
  • Retaining mastery over time
  • Enjoyment in using the system
  • Spread knowledge to novices
  • Increase knowledge and explore the system

3
Command Interfaces (prompt-response)
  • Advantages
  • simple
  • terse -- little typing
  • feedback of dialog state
  • commonality between interface and previous
    experience
  • popular with computer experts
  • immediacy of response
  • allows parallel events to occur in dialog
  • Disadvantages
  • minimal feedback on system state
  • encourages a mixture of interfaces from
    different applications
  • impossible to refer to previously displayed
    information
  • very underdetermined or overly secretive

4
Direct Manipulation Roots
  • 1981 - Xerox STAR, Based on a physical office or
    desktop metaphor. It is a multifunctional system
    combining
  • document creation, data processing, electronic
    filing, mailing, and printing. It adheres to a
    small set of design
  • principles which make it seem familiar and
    friendly, simplify the HCI, unify its functions
    and allow transfer of
  • experience.
  • Shortly after Apple computers, Microsoft Windows
    and Hewlett Packard's New Wave OS.
  • Hypermedia authoring tools such as HyperCard and
    ToolBook offered easy access to graphic tools,
  • programmable buttons and other objects which
    facilitate rapid creation and revision or
    refinement of direct
  • manipulation interfaces. Availability of such
    tools is a boon to hypermedia developers but
    leaves them with the
  • challenge of determining what direct
    manipulation really means and how to go about
    designing good direct
  • manipulation interfaces.
  • Note Definitions of Direct Manipulation have
    generally not focussed on graphics. Direct
    Manipulation definitions
  • were formulated before hypermedia tools were
    available to provide easy incorporation of
    elegant graphics with
  • flexible point and click interactivity.

5
Direct Manipulation Defined
  • Direct manipulation (Shneiderman 1982a) has
    become a popular concept in the
  • user interface field for describing a certain
    class of interaction styles. Initially, the
  • term was used to characterize entire applications
    in a strict classification scheme
  • where a system was seen as either having a direct
    manipulation interface or
  • belonging to some other category of interfaces
    like natural language, menu-driven,
  • or form fill-in. This usage lead Wixon and Good
    (1987) to point out the apparent
  • paradox of having several early "canonical"
    direct manipulation applications make
  • heavy use of menus and form fill-in (dialog
    boxes).

6
Examples
  • WIMPs/GUIs -- e.g. Macintosh desktop
  • These have
  • Multiple windows including different
  • applications
  • Icons for files, folders, applications
  • Command selection via menus
  • or keyboard
  • Pointing device, usually a mouse
  • Graphical and text display
  • Advantages
  • Easy to learn and use
  • Switching applications is easy
  • Full screen interaction supported
  • Disadvantages
  • complex
  • need graphical display

7
Examples - Continued
  • The SideKick control panel is a functional
    extension to the visual user interface presented
    by the
  • Alladin or GeniePlus effects system. The
    SideKick allows you to, modify or review effects
    on the
  • Alladin or GeniePlus systems with all of the ease
    traditional digital effects systems have enjoyed
    for
  • many years. With the SideKick panel, the Alladin
    or GeniePlus truly enters the professional video
  • and broadcast production environment, providing a
    user friendly control panel dedicated to the
  • creation and manipulation of effects.

8
No Errors
  • It is frequently claimed that direct manipulation
    interfaces reduce the need for error messages
  • and this property was one of the main advantages
    listed in Shneiderman's original article
  • defining the term (Shneiderman 1982a).
  • As a matter of fact, errors frequently do occur
    when using direct manipulation systems but in
  • many cases the error messages are pretty poor,
    maybe because the designers have believed
  • the "no errors" claim. As an example, users of
    the Macintosh Finder file system interface very
  • often get the error message "An Application
    could not be found for this Document." This error
  • message succeeds in breaking almost all the
    standard principles for message design
  • (Shneiderman 1982b) It uses computer-oriented
    terminology rather than user-oriented
  • terminology, it is general rather than specific,
    and it is not constructive.

9
Directness Indirectness
  • The very term "direct manipulation" implies some
    kind of directness in the user interface. Again,
    the layered
  • protocol analysis indicates some modifications to
    this supposed advantage. As a matter of fact, it
    is possible for
  • a direct manipulation interface to feel very
    indirect to the user on some levels of the
    dialogue.
  • For example, setting a tabulator in one desktop
    publishing program requires the following series
    of steps
  • 1.Call up the tabulator dialog box (shown above)
    by using the pull-down menu or pressing a
    function key.
  • 2.Since the dialog box appears independently of
    the text it controls, the user will have to
    position the dialog box
  • until it is next to the text. Otherwise it will
    be very hard to compare the tab setting with the
    text layout. It may
  • also be necessary to scroll the tab ruler if the
    text line is wider than the dialog box.
  • 3.Actually change the tab setting by dragging
    the tab indicator.

10
WYSIWYG
  • To achieve WYSIWYG (what you see is what you
    get), there should be a direct mapping between
    the goal state
  • (what you want) and the syntax level (what you
    see). Remember that the syntax level contains the
    two
  • dimensional layout of the dialogue elements on
    the screen. In a WYSIWYG interface, the screen
    representation
  • of objects mirrors the real world, and the
    syntax of operations correspond to the desired
    real world action.
  • Example, most mouse-based interfaces have a
    two-cursor problem (Brooks 1988) where one cursor
    is used to
  • point and another cursor indicates where text
    input will appear. Users often confuse these two
    cursors because
  • of the lack of WYSIWYG in the interface. The
    pointing cursor that tracks the user's mouse
    movements is the
  • user's focus of attention ("what you see") in
    the syntax, but the input ("what you get")
    changes the output
  • product according to the location of the
    insertion mark. One possible solution to the
    two-cursor problem is to
  • follow a strict WYSIWYG interpretation of a
    single cursor where input appears wherever the
    pointer happens to
  • be when the user hits the keyboard (Akscyn et
    al. 1988).
  • Changing the headers in one early
    graphical-interface word processor required the
    user to open a special
  • window for the header. The actual editing
    followed direct manipulation principles as
    defined here since there
  • was a direct mapping between the syntax for
    changing the header and the semantic change in
    the stored
  • header information. But the interaction
    technique was not WYSIWYG since the user could
    not easily translate
  • between the syntax for changing the header and
    the goal of making the header look a specific way
    in relation
  • to the rest of the page. For a true WYSIWYG
    editing of headers, it becomes necessary to make
    them editable in

11
Direct manipulation (e.g. mouse)
  • Advantages
  • novices can learn basic functionality
    quickly
  • experts can work extremely rapidly
  • casual users can retain operational concepts
  • error messages are rarely needed
  • users can see if they are doing what they
    thought
  • reversibility available (usually)
  • users have reduced anxiety
  • Disadvantages
  • model specificity
  • may limit attention to physical constraints
  • repetitive operations are tedious
  • may not conform to user expectations
  • precision in manipulating objects required

12
Visual Thinking Icons
  • Icon is a Greek word that means Image.
  • Icons aide in our Visual thinking - example
    scissors, clipboard, diskette, etc.
  • Semiotics is the science of signs graphical,
    such as pictures verbal,
  • writing or sounds or others such as body
    gestures and clothes.
  • A few guidelines in designing Icons
  • 1. Limit the number of different icons.
  • 2. Represent the object in a familiar manner.
  • 3. Icon should stand out from its background.
  • 4. Design movement animation.
  • 5. Detailed information - shading, thickness,
    and color.
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