HCI121 II Understanding and Conceptualizing Interaction

Cards (27)

  • Understanding the problem space
    – What do you want to create?
    – What are your assumptions?
    – Will it achieve what you hope it will?
  • A framework for analysing the problem space
    • Are there problems with an existing product?
    Why do you think there are problems?
    Why do you think your proposed ideas might be useful?
  • Assumptions: realistic or wish list?
    • People want to be kept informed of up-to-date news wherever they are - reasonable
    • People want to interact with information on the move - reasonable
    • People are happy using a very small display and using an extremely restricted interface - not reasonable
    • People will be happy doing things on a cell phone that they normally do on their PCs (e.g. surf the web, read email, shop, bet, play video games) - reasonable only for a very select bunch of users
  • From problem space to design space
    • Having a good understanding of the problem space can help inform the design space – e.g. what kind of interface, behavior, functionality to provide
    • But before deciding upon these it is important to develop a conceptual model
  • Conceptual model
    • Need to first think about how the system will appear to users (i.e. how they will understand it)
    • A conceptual model is a high-level description of:
    – “the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended”
  • First steps in formulating a conceptual model
    • What will the users be doing when carrying out their tasks?
    • How will the system support these?
    • What kind of interface metaphor, if any, will be appropriate?
  • Conceptual models
    • Many kinds and ways of classifying them
    • Here we describe them in terms of core activities and objects
    • Also in terms of interface metaphors
  • Conceptual models based on activities
    Giving instructions
    Conversing
    Manipulating and navigating
    Exploring and browsing
  • Giving instructions
    – issuing commands using keyboard and function keys and selecting options via menus
  • Conversing
    – interacting with the system as if having a conversation
  • Manipulating and navigating
    – acting on objects and interacting with virtual objects
  • Exploring and browsing
    – finding out and learning things
    1. Giving instructions
    Where users instruct the system and tell it what to do
    – e.g. tell the time, print a file, save a file
    • Very common conceptual model, underlying a diversity of devices and systems
    – e.g. CAD, word processors, VCRs, vending machines
    • Main benefit is that instructing supports quick and efficient interaction
    – good for repetitive kinds of actions performed on multiple objects
  • 2. Conversing
    Underlying model of having a conversation with another human
    • Range from simple voice recognition menu-driven systems to more complex ‘natural
    language’ dialogues
    • Examples include timetables, search engines, advice-giving systems, help systems
    • Recently, much interest in having virtual agents at the interface, who converse with you,
    e.g. Microsoft’s Bob and Clippy
  • Pros and cons of conversational model
    Allows users, especially novices and technophobes, to interact with the system in a way that is familiar
    – makes them feel comfortable, at ease and less scared
    • Misunderstandings can arise when the system does not know how to parse what the user says
    – e.g. child types into a search engine, that uses natural language the question: “How many legs does a centipede have?” and the system responds:
  • 3. Manipulating and navigating
    Involves dragging, selecting, opening, closing and zooming actions on virtual objects
    • Exploit’s users’ knowledge of how they move and manipulate in the physical world
    • Exemplified by (i) what you see is what you get (WYSIWYG) and (ii) the direct manipulation approach (DM)
    Shneiderman (1983) coined the term DM, came from his fascination with computer games at the time
  • Core principles of DM
    Continuous representation of objects and actions of interest
    • Physical actions and button pressing instead of issuing commands with complex syntax
    • Rapid reversible actions with immediate feedback on object of interest
  • Why are DM interfaces so enjoyable?
    Novices can learn the basic functionality quickly
    Experienced users can work extremely rapidly to carry out a wide range of tasks, even
    defining new functions
    Intermittent users can retain operational concepts over time
  • What are the disadvantages with DM?
    • Some people take the metaphor of direct manipulation too literally
    • Not all tasks can be described by objects and not all actions can be done directly
    • Some tasks are better achieved through delegating
    – e.g. spell checking
  • 4. Exploring and browsing
    Similar to how people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets)
    • Information is structured to allow flexibility in way user is able to search for information
    – e.g. multimedia, web
  • Conceptual models based on objects
    • Usually based on an analogy with something in the physical world
    • Examples include books, tools, vehicles
    • Classic: Star Interface based on office objects
    Another classic: the spreadsheet
    (Bricklin)
    • Analogous to ledger
    sheet
    • Interactive and
    computational
    • Easy to understand
  • Which conceptual model is best?
    Direct manipulation is good for ‘doing’ types of tasks, e.g. designing, drawing, flying, driving, sizing windows
    Issuing instructions is good for repetitive tasks, e.g. spell-checking, file management
    Having a conversation is good for children, computer-phobic, disabled users and specialised applications (e.g. phone services)
    Hybrid conceptual models are often employed, where different ways of carrying out the same actions is supported at the interface - but can take longer to learn
  • Conceptual models: from interaction mode to style
    • Interaction mode
    • Interaction style
  • Interaction mode:
    – what the user is doing when interacting with a
    system, e.g. instructing, talking, browsing or other
  • Interaction style:
    – the kind of interface used to support the mode, e.g.
    speech, menu-based, gesture
  • Many kinds of interaction styles available…
    Command
    Speech
    Data-entry
    Form fill-in
    Query
  • Which interaction style to choose?
    • Need to determine requirements and user needs
    • Take the budget and other constraints into account
    • Also will depend on suitability of technology for activity being supported