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Direct Manipulation

Direct Manipulation. Solve the problems of. How do people learn interactive systems? What makes an interface easy or hard? Why do people make errors? What makes an interface “natural”?. Direct Manipulation. http://www.uic.edu.hk/~amyzhang/teaching/COMP3050/videos/dimp-short.avi.

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Direct Manipulation

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  1. Direct Manipulation

  2. Solve the problems of How do people learn interactive systems? What makes an interface easy or hard? Why do people make errors? What makes an interface “natural”?

  3. Direct Manipulation http://www.uic.edu.hk/~amyzhang/teaching/COMP3050/videos/dimp-short.avi • It describes interactive systems where the user physically interacts with their system. • So that people feel they are controlling something tangible, not abstract: • Visibility of object and actions • Rapid, reversible, incremental actions • Replacement of complex command-language syntax with direct, visual manipulation of the object of interest.

  4. Examples (Bad) : Old Refrigerator What is your conceptual model? Problem: freezer too cold, but fresh food just right

  5. The aim of a conceptual model is to express the meaning of terms and concepts used by domain experts to discuss the problem, and to find the correct relationships between different concepts.

  6. Example (bad): Most LikelyConceptual Model i.e., independent controls

  7. Example (bad): RefrigeratorControls • Normal Settings C and 4 • Colder Fresh Food C and 5-6 • Coldest Fresh Food B and 7 • Colder Freezer D and 6-7 • Warmer Fresh Food C and 3-1 • OFF (both) 0 What is your conceptual model?

  8. Example (bad): ActualConceptual Model

  9. The gulfs of execution &evaluation • Go through a mock conversation • How do I know what the system has done? • How do I know what I can do?

  10. Good design reduces the gulfs • How easily can one: • Determine the function of the device? • Tell what actions are possible? • Determine mapping from intention to physical movement? • Perform the action? • Tell if system is in desired state? • Determine mapping from system state to interpretation? • Tell what state the system is in? Good conceptual model; good mappings; good feedback.

  11. Direct manipulation • Immediate feedback on actions • Continuous representations of objects • Real world metaphors / mental models • Directness: reduces the information processing distance • Two kinds of directness: • Semantic: WYSIWYG. Semantic distance and mental models are the same thing • Articulatory: WYDIWYS

  12. A mental model is an explanation of someone's thought process about how something works in the real world. It is a representation of the surrounding world. Our mental models help shape our behavior and define our approach to solving problems and carrying out tasks. Articulatory directness has to do with how an action has to be performed and how a system communicates its state. semantic directness is the degree of translation required from a user’s conceived goal to the action needed to achieve the goal.

  13. Human error - Slips vs. Mistakes slip • understand system and goal • correct formulation of action • incorrect action mistake • may not even have right goal! Fixing things? slip – better interface design mistake – better understanding of system

  14. Butterfly Ballot

  15. E-Voting

  16. Verified Voting Foundation • the only acceptable voting method is one that leaves a paper record. • electronic voting machines “pose an unacceptable risk that errors or deliberate election-rigging will go undetected”.

  17. What kinds of mental models? • A mental model is an explanation of someone's thought process about how something works in the real world • My own behavior • Someone else’s behavior • A software application • …or any information process that’s mediated

  18. Learning Mental Models • “A text processor is a typewriter” • “Indeed, the models that learners spontaneously form are incomplete, inconsistent, unstable in time, and often rife with superstition” -- Olson and Carroll

  19. Users / designers communicatethrough their mental models Designer’s model = mental/conceptual model of the system User’s model = mental model developed through interaction with the system Designer expects user’s model to be the same as the designer’s model But often it isn’t!

  20. Conceptual Model Mismatch • Mismatch between designer’s & user’s conceptual models leads to… • Slow performance • Errors • Frustration • ...

  21. Principles of mental models controls mapped to actions in an understandable way affordances disclose how to performing an action sense making: user problem solving allows the user to make sense of the interface analogies / examples play a key role in communicating how a design works

  22. What happens in good designs Good idea of how each object works and how to control it Interface itself discloses how it is used The art in design is to translate users cognitive capabilities and existing mental models into interfaces that work!

  23. Example (good) Mercedes S500 Car Seat Controller

  24. Map Interface Controls Control should mirror real-world Which is better for dashboard speaker front / back control?

  25. Map Interface Controls Gas-oven:

  26. Map Interface Controls

  27. “If technology is to provide an advantage, the correspondence to the real world must break down at some point.” • Jonathan Grudin

  28. There exist two (related) arguments for minimizing that distance: • Leverage existing learned bodily intuitions and social practices • Don’t run into the danger of modeling the wrong thing (or forgetting to model the right thing)

  29. References http://www.uic.edu.hk/~amyzhang/teaching/COMP3050/readings/direct-manip.pdf

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