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Interaction Styles

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Title: Interaction Styles


1
Chapter 11
  • Interaction Styles

2
Interaction Styles
  • An interaction style is a collection of user
    interface controls and their associated behavior.
    The interaction style provides both the look
    (appearance) and feel (behavior) of the user
    interface components, indicating the way a user
    will communicate with the system.

3
Different Interactive Styles
  • There are several interaction styles from which a
    designer can choose. In this chapter we present
    five interaction styles in detail
  • Command Line
  • Menu selection
  • Form Fill
  • Direct manipulation
  • Anthropomorphic

4
Command line
  • User enters a command from a formal command
    language this tells the computer what to do.
  • Planning an action sequence doesnt help much
    because the user is required to recall the
    different (often esoteric) commands.  
  •   Perceiving what happened again it doesnt
    help much because often very limited feedback is
    provided.
  • Use some operating systems. This is appropriate
    because most operating systems are used by
    experts who already know the commands and who
    have a good mental model of what is going on
    inside the machine.  

5
Direct manipulation
  • User manipulates screen objects to control the
    computer (operates in a manner analogous to the
    real world). 
  • Planning an action sequence helpful because the
    possible actions are visible.
  •   Perceiving what happened again helpful
    because the effect of the action is immediately
    visible
  • Used in GUI interfaces. This is appropriate
    because many GUIs are used by novices who need
    support through the interaction process the
    emphasis on recognition rather than recall really
    helps. 

6
  • -An appropriate interaction style for this
    system, considering the advantages and
    disadvantages of the suggested interaction style
    in this context. 
  • Menu-based system is likely to be
    most appropriate. Advantage easy to guide users
    through the material. Disadvantage unlikely to
    be able to include all the possible options and
    users may get a wrong impression of how many
    options are possible. Only one interaction style
    is required. Just naming the interaction style
    gets nothing.

7
Models
  • Instructing how users carry out their tasks
    through instructing the system what to do
  • Conversing a person conversing with a system,
    where the system acts as a dialog partner. i.e.
    communicating as if talking with another human
  • Manipulating and Navigating describes the
    activity of manipulating objects and navigating
    through virtual spaces by exploring users
    knowledge of how they do this in the physical
    world
  • Exploring and browsing the idea of allowing
    people to explore and browse information,
    exploiting their knowledge of how they do this
    with existing media (i.e. books, TV, radio,
    libraries.)

8
Using interface metaphors as conceptual models
  • Pros
  • Provide users with a familiar orienting device
    i.e. the file folders of windows which represent
    an office or the cells of spreadsheets represent
    the fields of a ledger
  • Help them understand and learn how to use a
    system. Simplicity in task by the icons.
  • Provides key words that are familiar to the user
    conveying a transaction like the pipe () used to
    send output in UNIX like a pipe is use to send
    waste to a waster treatment center.

9
Cons
  • Trying to create an interface, which behaves like
    the real object. This causes a problem because
    the interface is meant to give understanding to
    the device.
  • Many interfaces are to constraining forcing the
    user to move through numerous files folders to
    locate a file in various subdirectories. The
    path is unclear.
  • Conflict with design principles i.e. the trash
    can icon in Macs means eject or delete causing
    confusion for some users when trying to eject a
    disk or delete a file from memory
  • Overly literal translation the interface design
    may be molded after a physical design that is
    poorly designed. i.e. the complexity of the
    commands associate on a scientific calculator.

10
First pass involves thinking about the problem
space and identify some initial user requirements.
  • Information presentation
  • The way information is to be presented and
    interacted with at the interface
  • What combinations of media to use
  • Which dialogs and interaction styles to use
  • How to structure items in graphical objects, like
    windows, dialog boxes and menus

11
Second pass should involve more extensive
information gathering about users needs and the
problems space and identifying some initial user
requirements.
  • Feedback
  • The kind of feedback that will be provided
  • What kind of help to provide and in what format
  • What navigation mechanisms to provide
  • What combination of input and output devices to
    use

12
Third pass should continue explicating the
requirements, leading to thinking through
possible conceptual models that would be
appropriate.
  • Media combination
  • Whether to provide agents and in what format
  • Whether to design operations to be hardwired and
    activated through physical buttons or to
    represent them on the screen as part of the
    software
  • Which kinds of icons to use
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