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CHAPTER 6

CHAPTER 6. BEN CARSON SUNIL D SOUZA RAJESH GOLLA. Section 6.1 - Introduction. Users of systems incorporating direct manipulation are enthusiastic supporters Traits of direct manipulation systems typically include: Easy to learn Competent and efficient use of the system Enjoy using

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CHAPTER 6

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  1. CHAPTER 6 BEN CARSON SUNIL D SOUZA RAJESH GOLLA

  2. Section 6.1 - Introduction • Users of systems incorporating direct manipulation are enthusiastic supporters • Traits of direct manipulation systems typically include: • Easy to learn • Competent and efficient use of the system • Enjoy using • Eager to learn more about the system • Visibility of objects and actions

  3. 6.2 – Examples • Word Processing Systems • Spreadsheets • Spatial data management • Video games • Computer Aided Design • Office Automation

  4. Word Processing • Progression of word processing systems • Line-oriented • Full-page display editors • WYSIWYG • Enhancements • Inclusion of objects • Desktop publishing • Slide presentation software • Hypermedia environments • Improved macros • Spell/grammar checkers and thesauri • Documents assemblers • Enjoyment from easily designing complex documents versus original command line editors

  5. Spreadsheets • Progression of spreadsheets • VisiCalc • Lotus 1-2-3 • Excel • Enhancements • Graphics • 3-D representations • Multiple sheets • Database features • Enjoyment from ease of making many tedious calculations quickly and representing it in many meaningful forms

  6. Spatial Data Management • Visual representation of a specific area of interest • Personnel of a company • Map with travel information • File directories • Enjoyment from interacting with the visual elements of this type of system

  7. Video Games • PONG • 1st video game • Commands are physical actions, results on-screen • Can be entertaining and/or educational • Differs from other systems behavior • Game systems challenge the user • Non-game systems try not to challenge the user • Enjoyment from user being challenged and entertained

  8. Computer Aided Design (CAD) • “virtually” design products and receive quick feedback • Computer aided manufacturing • Aids in improving already existing processes • Enjoyment from ability to manipulate systems directly and easily view multiple alternatives.

  9. Office Automation • Uses direct manipulation principles • hardware and software has evolved to support more and better graphics, dropdowns, icons, etc. • Enjoyment from easier working environment than with command line based environments

  10. 6.3 - Explanations of Direct Manipulation • Nelson • Principle of virtuality • Rutkowski • Principle of transparency • Hutches • Gulf of execution and evaluation • All refer to making the interface as invisible as possible

  11. Problems with Direct Manipulation • Visual representation may not be the best way to represent a particular problem or scenario • Must learn meaning of visuals • Can be misleading • Using a mouse can be more time-consuming than a keyboard

  12. Objects-Actions Interface (OAI) model explanation of direct manipulation • D.M. systems usually have the following • Consistent and meaningful visual representations and actions • Physical actions or labeled button presses replace complex command syntax • Quick reversible changes on objects with immediately visible results • Users report D.M. systems to be • Easy to learn • Experts are very fast and effective and can expand upon existing functionality of the system • Easy to retain knowledge • Error messages rarely needed • Less anxiety-inducing because of ease-of-use and reversible actions • D.M. systems operate on a high-level task domain • Easy of learning and use is a result of their more intuitive interface, compared with command syntax based environments

  13. 6.4 Visual Thinking and Icons • Concepts of Visual language and visual thinking- promoted by Arnheim (1972) • Computer provides remarkable visual environment • New- WIMP • Old -inflexible and stubborn • Different people have different cognitive styles

  14. Issue of Icons • An icon is an image, picture or symbol representing a concept. • For visually oriented tasks- stay visual by using icons • For text document- stay textual by using textual menus • Sometimes use a “mix” of both.

  15. ICONS or TEXT Icons or Text – depends on • Users • Tasks • Quality of the icons or tasks.

  16. Icon specific guidelines • Represent the object in a familiar manner. • Limit he number of icons. • Make the icon stand out from its background. • Consider 3-D icons. • Single selected icon clearly visible when surrounded by unselected icons. • Make each icon distinctive from every other icon. • Ensure the harmoniousness of each icon as a member of family of icons. • Design the movement animation. • Add detailed information. Ex-shading to show size of file. • Explore the use of combinations of icons.

  17. Four levels of design • Lexical qualities: Machine generated tasks-pixel shape, color, brightness, blinking. • Syntactics: Appearance and movement-lines, patterns, size, shape. • Semantics: Objects represented- concrete versus abstract, part versus whole. • Pragmatics: overall legibility, utility, identifiable, memorable, pleasing. • Dynamics: receptivity to clicks.

  18. 6.5 Direct Manipulation • Performing tasks by DM- not the only goal • Programming by DM

  19. CHALLENGES Five challenges of programming in the user interface • Access to appropriate date structures. • Sufficient computational generality. • Ease in programming and editing programs. • Simplicity in invocation and assignment of arguments. • Low risk.

  20. 6.6 Home Automation. • Prediction of larger market in extensive controls in homes- but only if the user interfaces can be made simple.

  21. 6.7 Remote Direct Manipulation • Teleoperation/Remote Controlled Environment • E.g.: Home-automation, applications underwater

  22. TELEMEDICINE Disadvantages • Time Delays • Incomplete Feedback • Cumbersome due to multiple sensors • Unanticipated Interferences

  23. 6.8 VIRTUAL ENVIRONMENTS Components • Visual display • Head position sensing • Hand position sensing • Force feedback • Sound input and output

  24. 6.9 SUMMARY Benefits Concerns • Faster feedback • Reduced error rates • Faster learning & retention • Encourages innovation • More resources, possibly • Some actions cumbersome • Tracing difficult? • Difficult for visually impaired users

  25. 6.10 RESEARCHERS AGENDA • Better understanding of factors • Better history keeping • Encourage innovation in DM using software tools

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