The Interaction
The Interaction
Human-Machine Interaction
Lecture 2.3
The Interaction
Outline
1. Interaction: definition and concepts
2. Interaction models
– Norman’s model
– Abowd and Beale framework
Activity: interaction models
3. Conceptual models
– Metaphors
– Affordances
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Interaction
• Interaction is the communication between the user
and the system
• Multimodal interaction:
– Uses multiple communication channels simultaneously
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Interaction
Some terms:
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Interaction models
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Interaction models
execution/evaluation loop
goal
execution evaluation
system
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Interaction models
execution/evaluation loop
goal
execution evaluation
system
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Interaction models
execution/evaluation loop
goal
execution evaluation
system
Examples:
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Interaction models
Gulf of Evaluation what happened?
Examples:
tweeted by @idiot
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Interaction models
Abowd and Beale framework
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Interaction models
Abowd and Beale framework
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Activity: Interaction models
Think of a computer interaction you’re familiar with (e.g. placing
a call with your smartphone, setting an alarm on your bedside
alarm clock, …) and answer the following questions:
1. Describe the interaction using Norman’s model, identifying
the 7 steps.
2. Think of possible problems of translation according to Abowd
and Beale’s framework. Provide an example for each type of
translation (observation, articulation, etc).
3. How would you decrease the gulf of execution? And the gulf
of evaluation?
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Outline
1. Interaction: definition and concepts
2. Interaction models
– Norman’s model
– Abowd and Beale framework
Activity: interaction models
3. Conceptual models
– Metaphors
– Affordances
4. Interaction styles
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Conceptual model
A conceptual model is:
– “a high-level description of how a system is
organized and operates” (Johnson and
Henderson, 2002)
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Interface metaphors
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Benefits of interface
metaphors
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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?
• What kinds of interaction modes and
styles to use?
always keep in mind when making design
decisions how the user will understand the
underlying conceptual model
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Affordances
• psychological term mug handle
• for physical objects
‘affords’
– shape and size suggest actions
grasping
• pick up, twist, throw
– also cultural – buttons ‘afford’ pushing
• for screen objects
– button–like object ‘affords’ mouse click
– physical-like objects suggest use
• culture of computer use
– icons ‘afford’ clicking
– or even double clicking … not like real buttons!
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Affordances
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Mappings
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Four principles of good
design
• Visibility - the user can tell the state of the device
and the alternatives for action.
• A Good Conceptual Model - consistency in the
presentation of operations and results, and overall
look.
• Good mappings - between actions and results,
between the controls and their effects, and
between the system state and what is visible.
• Feedback - The user receives full and continuous
feedback about the results of the actions.
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Which is easiest and why?
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