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6PHCI-Module-4 (2024)

The document discusses various interaction styles in Human-Computer Interaction (HCI), including command line, menus, form-filling, and graphical user interfaces (GUIs), highlighting their advantages and disadvantages. It emphasizes the importance of understanding the problem space and developing a conceptual model to inform design decisions, as well as the types of interactions such as instructing, conversing, manipulating, and exploring. Additionally, it outlines the significance of paradigms, theories, and frameworks in guiding the design and evaluation of interactive products.

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0% found this document useful (0 votes)
11 views26 pages

6PHCI-Module-4 (2024)

The document discusses various interaction styles in Human-Computer Interaction (HCI), including command line, menus, form-filling, and graphical user interfaces (GUIs), highlighting their advantages and disadvantages. It emphasizes the importance of understanding the problem space and developing a conceptual model to inform design decisions, as well as the types of interactions such as instructing, conversing, manipulating, and exploring. Additionally, it outlines the significance of paradigms, theories, and frameworks in guiding the design and evaluation of interactive products.

Uploaded by

sagecyanned
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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6PHCI Module 4

Long-Term Interaction Style


Understanding & Conceptualizing Interaction Design
Principles of Human Computer Interaction
2nd Semester (SY 2024-2025)
Assistant Professor Kathrine S. Aguilar, MIS
1
Interaction or Dialog Styles
• distinctive ways in which a client & computer
framework has the capacity to communicate
with each other

• important for the user to communicate or


interact with the computer system

• types: command line, menu, form-filling, GUIS

2
Types of Interaction or Dialog Styles
COMMAND LINE
• Advantages:
üaffordable (no graphical screens)
üsimple to implement, needs less
development time
üless system resources (memory, CPU
time)
• Disadvantages:
ülow visibility (interface) - can't see the
commands before use (must
remember)
üinstruction unacceptable for
inexperienced/casual users 3
Types of Interaction or Dialog Styles
MENUS
• simplest way to visually organize a giant set of actions
• labels on the menus are comprehensible & sorted well
• users accomplish tasks with negligible learning or
memorization
• Advantages:
üUser indicates a selection and receives a feedback
üAllows a giant palette of structured commands which
may be simply "explored"
• Disadvantages:
üToo several menus might cause info overload or
quality of discouraging proportions
üMay be slow for frequent users 4
Types of Interaction or Dialog Styles
FORM-FILLING
• Fill-In-The-Blanks interaction (also called "Form Fill-in")
• applicable once loads of data need to be gathered from the user
• helpful for routine, clerical work or for tasks that need an great deal of data entry
• should guarantee simple movement & correction facilities
• Advantages:
üApplicable once tons of data need to be gathered from the user
üSimplifies data entry
• Disadvantages:
üRequires handling writing errors (bad for users with poor writing skills)
üMay be slow for frequent users
üScreen space consuming
5
Types of Interaction or Dialog Styles
GUIs (Graphical User Interaface)
• could be a system of interactive visual elements
• displays objects that convey data & represent actions that may be taken by the user
(objects modify size or visibility once the user interacts with them)
• associate interface or interactive system, that permits professionals to accomplish tasks
on their computers through pictures & icons
• Advantages:
üEasiness for non-technical folks
üLooks a nicer than text interface
• Disadvantages:
üTesting & implementation take tons of time
üIt takes heaps of time to develop & style a decent interface
6
Good & Bad Examples of Interaction Style
COMMAND LINE
Good Examples:
• Command line interfaces are frequently implemented in
terminal gadgets that are additionally successful of screen-
oriented textual content use interfaces that use cursor
addressing to location symbols on a show screen
• Programs with command-line interfaces are generally
simpler to automate by using scripting
• Many software program structures put into effect
command line interface for management & operation
(programming environments & utility programs)
Bad Examples:
• Requires fewer system assets to implement
• May not supply the graphics enhancements such as special
fonts or extended edit home window located in a GUI 7
Good & Bad Examples of Interaction Style
MENUS
Good Examples:
• Few keystrokes: Typing effort is minimal, less user error
• Single Menus, Command Menus & Hierarchical Menus
Bad Examples:
• Inefficient: complicated menu with many choices on each display screen & many degrees in the hierarchy
• Difficult to find the preferred feature
• Which kind to use, what to include in menus & how to group items

8
Good & Bad Examples of Interaction Style
FORM-FILLING
Good Examples:
• Kick-starter's sign-up - clean, with a
fundamental white background (makes you
focus on the shape fields that matter); doesn't
ask for a lot of info (key for holding the
interest of a busy audience)

• Compare the market - one of the most


effortless ones with icons you can hover over
to choose A or B; buttons are huge & colorful
(develop an engaging & visually attractive
consumer experience)
9
Good & Bad Examples of Interaction Style
GUIS
Good Examples:
• Android General Interface provides a variety of pre-built UI elements such as structured
graph objects & UI controls that permit you to construct the graphical person interface
for your app. Android also provides different UI modules for one-of-a-kind interfaces
such as dialogs, notifications & menus.
• Google drive or The Drive User Interface (UI) is Google-provided software permitting
Drive customers to create, organize, discover & share content material saved on Google
Drive.
Bad Examples:
• Windows 8 released their design they looked to Android & did precisely the opposite all
told respects, rejecting the very Computer-like nature android gracefully invokes &
making a multitude nobody knows the way to use without a tutorial.
• In YouTube scrolling on a site that needs navigation off the list to view an item is hard.
10
RECAP - HCI
• has moved beyond designing interfaces
for desktop machines
• about extending & supporting all
manner of human activities in all
manner of places
• facilitating user experiences through
designing interactions:
üMake work effective, efficient & safe
üImprove & enhance learning & training
üProvide enjoyable & exciting
entertainment
üEnhance communication & understanding
üSupport new forms of creativity &
expression 11
Understanding the Problem Space
• What do you want to create?

• What are your assumptions?

• Will it achieve what you hope it will?

12
What is an assumption?
• taking something for granted when it needs
further investigation
• Example: people will want to watch TV while
driving

What is a claim?
• stating something to be true when it is still open
to question
• a multimodal style of interaction for controlling
GPS (one that involves speaking while driving) is
safe
13
A framework for analysing the problem space
• Are there problems with an existing product or user experience? If so, what are they?
• Why do you think there are problems?
• How do you think your proposed design ideas might overcome these?
• If you are designing for a new user experience how do you think your proposed design ideas support,
change, or extend current ways of doing things?
• Example: What are the assumptions & claims made about 3D TV?

Assumptions: realistic or wish-list?


• People would not mind wearing the glasses that are needed to
see in 3D in their living rooms – reasonable
• People would not mind paying a lot more for a new 3D-enabled
TV screen – not reasonable
• People would really enjoy the enhanced clarity & color detail
provided by 3D – reasonable
• People will be happy carrying around their own special glasses
– reasonable only for a very select bunch of users
14
From problem space to design space
• Having a good understanding of the problem space can help inform the design space
(what kind of interface, behavior, functionality to provide)
• But before deciding must develop a conceptual model first
• conceptual model
ü “…a high-level description of how a system is organized & operates”
ü Enables “…designers to straighten out their thinking before they start laying out their widgets”
(Johnson & Henderson, 2002, pp26-28)
• components:
ü Metaphors & analogies - understand what a product is for and how to use it for an activity
ü Concepts that people are exposed to using the product - task–domain objects, their attributes &
operations (saving, revisiting, organizing)
ü Relationship & mappings between these concepts
• First steps in formulating a conceptual model
ü What will the users be doing when carrying out their tasks?
ü How will the system support these?
ü What kind of interface metaphor, if any, will be appropriate?
ü What kinds of interaction modes and styles to use?
• always keep in mind when making design decisions how the user will understand the underlying 15
conceptual model
Interface Metaphors
• describes conceptual models
• conceptualizing what you are doing (example: surfing the
web)
• visualizing an operation (example: icon of a shopping cart
for placing items into)
• can be based on activity, object or a combination of both
• exploit user’s familiar knowledge, helping them to
understand ‘the unfamiliar’
• benefits
ümakes learning new systems easier
ühelps users understand the underlying conceptual
model
ücan be very innovative & enable computers & their
applications to be made more accessible to a greater
diversity of users
16
Interaction Types
• INSTRUCTING (issuing commands
& selecting options)
üwhere users instruct a system &
tell it what to do (tell the time,
print a file, save a file)
üvery common conceptual model,
underlying a diversity of devices
and systems (word processors,
VCRs, vending machines)
üsupports quick and efficient
interaction (good for repetitive
kinds of actions performed on
multiple objects)
17
Interaction Types • CONVERSING (interacting with a system
as if having a conversation)
üunderlying model of having a
conversation with another human
ürange from simple voice recognition
menu-driven systems to more complex
‘natural language’ dialogs (timetables,
search engines, advice-giving systems,
help systems, virtual agents, toys & pet
robots)
üallows usersto interact with the system
in a way that is familiar
üMisunderstandings can arise when the
system does not know how to
parse/analyze what the user says

18
Interaction Types
• MANIPULATING (interacting with
objects in a virtual or physical space
by manipulating them)
üinvolves dragging, selecting, opening,
closing & zooming actions on virtual
objects
üexploit’s users’ knowledge of how
they move & manipulate in the
physical world
ücan involve actions using physical
controllers (e.g. Wii) or air gestures
(e.g. Kinect) to control the
movements of an on screen avatar
19
Interaction Types
• EXPLORING (moving through a virtual environment or a physical space)
üPhysical environments with embedded sensor technologies

20
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

21
Conceptual Models: Interaction & Interface
• Interaction type:
üwhat the user is doing
when interacting with a
system (instructing, talking,
browsing)
• Interface type:
• the kind of interface used to
support the mode (speech,
menu-based, gesture)

22
Paradigms • inspiration for a conceptual
model
• a way of thinking about the
relationship between humans
& computers
• examples:
üUbiquitous computing
üPervasive computing
üWearable computing
üTangible bits, augmented
reality
üAttentive environments
üTransparent computing23
Other HCI concepts
• vision - driving force that frames research & development (concrete
scenarios of how society can use the next generation of imagined
technologies)
• theory - explanation of a phenomenon (information processing that explains
how the mind is assumed to work) that can help identify factors relevant to
the design & evaluation of interactive products
• models - simplification of an HCI phenomenon (abstracted from a theory,
intended to make it easier for designers to predict and evaluate alternative
designs)
• framework - set of interrelated concepts and/or specific questions for
‘what to look for’ that provide advice on how to design

24
• Developing a conceptual model involves good understanding of the
problem space, specifying what it is you are doing, why, & how it will
support users
• A conceptual model is a high-level description of a product in terms of
what users can do with it & concepts they need to understand how to
interact with it
• Interaction types (e.g. conversing, instructing) provide a way of thinking
about how best to support user’s activities
• Paradigms, visions, theories, models, and frameworks provide different
ways of framing and informing design & research
25
26

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