The purpose of interaction is to accomplish a goal within an application domain.
Interaction refers to the engagement between a user and a system within a specific context, aimed at achieving a certain goal.
The purpose of interaction is to accomplish a goal within an application domain.
Goal - desired output
Domain - area of expertise
Tasks – operations to be performed to manipulate the domain
Task analysis – identification of the problem space for the user in terms of domain, goals, intentions, and tasks
System – refers to the computer-based system
Core language – language of the computer-based system
Task language – User’s language
User – refers to the person
Interactions take place between the user and the system
Interface must translate between the user and the system
In interaction, translation can fail at a number of points
The Abowd and Beale Framework emphasizes the cyclical and interactive nature of HCI
The Abowd and Beale Framework model helps designers and researchers understand the different elements involved in HCI and how they interact with each other, which is crucial for creating user-friendly and effective computer systems.
Frameworks are meant to be means of judging overall usability of an interactive system
Controller-display relationships, or mappings, refer to how user actions (through a controller) affect changes on a display or system.
A well-designed CD relationship should be natural, seamless, efficient, and intuitive, meaning that the user can predict and understand the system's response to their actions.
Types of mappings
● Spatial Mapping
● Gain and Transfer Functions
● Latency
● Property Sensed and Order of Control:
Spatial Mapping: Refers to how physical movements correspond to movements in the system's interface.
Gain and Transfer Functions: Describe the relationship between the input (controller movement) and output (response magnitude).
Latency: Is the delay between user action and system response.
Property Sensed and Order of Control: Deals with the type of input the system can detect (like touch, pressure, or position) and how it controls the system's response.
Spatial Mapping: For example, dragging a finger across a touchpad moves the cursor on the screen in the same direction, creating an intuitive connection between user action and system response.
Gain and Transfer Functions: In a video game, for instance, the speed of an on-screen character may increase more rapidly than the speed at which the joystick is pushed (non-linear gain), requiring the user to adapt to the control sensitivity.
In real-time applications like online gaming, high latency can disrupt the experience, as there is a noticeable delay between user commands and on-screen actions, affecting performance and user satisfaction.
The order of control in human-computer interaction refers to how the property sensed by the controller influences the system's response.
Order of control determines whether the sensed property directly controls the position or velocity of the display or system.
Isotonic Control: In this order of control, the property sensed (such as pressure) directly controls the position of the display or system.
Isometric Control: Here, the property sensed controls the velocity or speed of the display's movement, rather than its position.
Isotonic Control: For example, pressing harder on a touchscreen zooms in more on a map, directly correlating pressure to the display's scale.
Isometric Control: An example is a joystick where pushing it harder makes the controlled object move faster, regardless of its final position.
Natural vs. learned relationships in human-computer interaction refer to the distinction between interactions that are instinctive and those that users need to learn over time.
Natural Relationships: These are interactions that align closely with users' existing knowledge and behaviors, making them intuitive and easy to understand without prior instruction.
Natural Relationships: For example, scrolling through a web page by swiping up or down on a touch screen feels natural because it mimics the physical action of turning a page in a book.
Learned Relationships: Require users to acquire new knowledge or skills to understand how an interaction works.
Learned Relationships: This often involves familiarizing oneself with the system's interface and learning the mappings between user actions and system responses.
Learned Relationships: An example is learning keyboard shortcuts to perform tasks efficiently in software applications.
Mental Models: These are like mental blueprints we create based on our past experiences to understand how things work.