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Interaction Styles 1

Interaction Styles 1. Command languages. Agenda. Command languages Advantages, disadvantages Design guidelines WIMP Advantages, disadvantages Design guidelines. Dialog Styles. 1. Command languages 2. Menus 3. WIMP - Window, Icon, Menu, Pointer 4. Direct manipulation

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Interaction Styles 1

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  1. Interaction Styles 1 Command languages

  2. Agenda • Command languages • Advantages, disadvantages • Design guidelines • WIMP • Advantages, disadvantages • Design guidelines PSYCH / CS 6750

  3. Dialog Styles • 1. Command languages • 2. Menus • 3. WIMP - Window, Icon, Menu, Pointer • 4. Direct manipulation • 5. Speech/Natural language • 6. Gesture, pen, VR PSYCH / CS 6750

  4. 1. Command Languages • Earliest UI interaction paradigms (after punch cards gave way to interaction) • Examples • MS-DOS shell • UNIX shell • dBase • GPSS PSYCH / CS 6750

  5. Command Line Attributes • Work primarily by recall, not recognition • Heavy memory load • Little or nothing is visibleso… • Poor choice for novicesbut... PSYCH / CS 6750

  6. Command Line Advantages • Advantages for experts • Speed, conciseness % ls (hard to beat) • Can express actions beyond a limited set Flags, piping one command to another • Repetition, extensibility Scripting, macros • Easier implementation, less overhead Abstraction, wild cards • Power PSYCH / CS 6750

  7. Command Line Dangers • With added power, comes added responsibility and danger • UNIX • % rm -r * • Deletes every file that you have, and you can’t get them back PSYCH / CS 6750

  8. Command Line Reflection • Command languages are often maligned • (for good reason) • But increased functionality can win out over bad UI (e.g., UNIX) • Try to get both • Avoid excess functionality (comes at cost) PSYCH / CS 6750

  9. Command Line Design Goals • Consistency • Syntax • Order • Etc. • Good naming and abbreviations • Doing your homework in design can help alleviate some of the negatives PSYCH / CS 6750

  10. Consistency: Syntax • Pick a consistent syntax strategy • UNIX fails here because commands were developed by lots of different people at different organizations • No guidelines provided • Simple command list • e.g, vi, minimize keystrokes • Commands plus arguments • realistic, can provide keyword parameters • % cp from=foo to=bar PSYCH / CS 6750

  11. Syntax & Order Choices • English: SVO subject verb object • “Bill deletes the file” • CL: S is assumed to be you • Is VO or OV better? • “delete file” vs. “file delete” • V dO iO vs. V iO dO -- Which is better?? • % print file calvin • % lpr -Pcalvin file PSYCH / CS 6750

  12. Ordering • Keep ordering consistent • VO seems to be the most natural • Typically need to pick where options go • Example • % ln -s file1 file2 (how to remember?) • Think of % cp file1 file2 for parallel command • Or “make a link of the symbolic type, pointing to file1, and called file2” PSYCH / CS 6750

  13. Consistency: Terminology • Same concept expressed with same options • Useful to provide symmetric (congruent) pairings • forward/backward • next/prev • control/meta PSYCH / CS 6750

  14. Example • vi text editor • w - forward word • b - backward word • Wouldn’t ‘f’ be better for forward? • ‘f’ already used • How about ‘fw’ and ‘bw’? • Extra keystrokes PSYCH / CS 6750

  15. Abbreviations... PSYCH / CS 6750

  16. Abbreviations • Abbrevs. allow for faster actions • Expert performance begins to be dominated by motor times such as # of keystrokes • Not good idea for novices • (Allow but don’t require) PSYCH / CS 6750

  17. Picking Good Abbreviations • Strategies • Simple truncation (works best, but conflicts) • Vowel drop plus truncation (avoid conflicts) • First and last letters • First letters of words in a phrase • Standard abbrev from other contexts • qty, rm, bldg • Phonics • Xqt PSYCH / CS 6750

  18. Abbreviation Guidelines • Use single primary rule (with single fallback for conflicts) • Use fallback rule as little as possible • Mark use of fallback in documentation • Let user know primary and secondary rules • Truncation is good but generates conflicts • Don’t use abbrevs. in system output PSYCH / CS 6750

  19. Interaction Styles 2 Menus

  20. Menus • Many different types • pop-up • pull-down • radio buttons • pie buttons • hierarchies PSYCH / CS 6750

  21. Menus • Key advantages: • 1 keystroke or mouse operation vs. many • No memorization of commands • Limited input set • Organization strategies • Create groups of logically similar items • Cover all possibilities • Ensure that items are non-overlapping • Keep wording concise, understandable PSYCH / CS 6750

  22. Presentation Sequence • Lists of related items, shown in order • Use natural order if available • Time • e.g. Breakfast, Lunch, Dinner • Numeric ordering • e.g. Point sizes for font • Size • e.g. USA > Georgia > Fulton Co. > Atlanta • Other Choices • Alphabetical; Group related items • Frequently used first; Most important first PSYCH / CS 6750

  23. Presentation Sequence • User studies • Novices: alpha > functional > random • Experts: categorization • How would you do it in general? PSYCH / CS 6750

  24. Example: YaST PSYCH / CS 6750

  25. Example: YaST PSYCH / CS 6750

  26. Interaction Styles 3 WIMP

  27. WIMP • Focus: Menus, Buttons, Forms • Predominant interface paradigm now (with some direct manipulation added) • Advantages: • ? PSYCH / CS 6750

  28. Interaction Styles 4 Direct manipulation

  29. Agenda • Direct manipulation • Definition • Advantages & disadvantages • Another characterization PSYCH / CS 6750

  30. Dialog Design • 1. Command language • 2. Menus • 3. WIMP • 4. Direct manipulation • 5. Pen, gesture, VE • 6. Speech, audio PSYCH / CS 6750

  31. Direct Manipulation Essence • Representation of reality that can be manipulated • The user is able to apply intellect directly to the task • The tool itself seems to disappear PSYCH / CS 6750

  32. Direct Manipulation Details • 1) Continuous visibility of the objects and actions of interest • 2) Rapid incremental actions whose effect is immediately noticeable • 3) Reversibility of all actions to encourage experimentation • 4) Syntactic correctness of all actions—every action is syntactically legal • 5) Replacement of command language syntax by direct manipulation of object of interest (physical actions, buttons, etc.) PSYCH / CS 6750

  33. Direct Manipulation Examples • WYSIWYG editors and word processors • VISICALC - 1st electronic spreadsheet • CAD • Desktop metaphor • Video games • …drag and drop PSYCH / CS 6750

  34. DM PSYCH / CS 6750

  35. DM Advantages • Easier to learn & remember, particularly for novices • Direct WYSIWYG • Flexible, easily reversible actions helps reduce anxiety in users PSYCH / CS 6750

  36. DM Advantages • Provides context & instant visual feedback so user can tell if objectives are being achieved • Exploits human use of visual spatial cues • Limits types of errors that can be made PSYCH / CS 6750

  37. DM Problems • Screen space intensive (info not very dense) • (does this always apply?) • Need to learn meaning of components of visual representation • Visual representation may be misleading • Mouse ops may be slower than typing • Not self-explanatory (no prompts) • …but wait a minute…(?) PSYCH / CS 6750

  38. DM Problems • Not good at • Repetition, scripting • History-keeping (harder) • Certain tasks (Change all italics to bold) • Abstract elements (variables) • Macros harder PSYCH / CS 6750

  39. More Psychological View • What is directness? (not always done well) • Related to two things: • Distance • “Gulfs” between user’s goals & system image • Engagement Hutchins, Hollan, Norman ‘86 PSYCH / CS 6750

  40. Execution Goals System Evaluation Distance: Two “Gulfs” • Gulf of execution • Distance between user’s goals and means of achieving them in system • Does the system allow the user to do what the user wants to do? • Gulf of evaluation • Amount of effort person must expend to interpret system state and judge if intention was achieved • Can user perceive if progressing favorably? PSYCH / CS 6750

  41. Directness and Distance • Two types • Semantic - Relation between what user wants to express and what is available in interface • Can I say what I want (concisely)? • Articulatory - Relation between meanings of expressions and their physical form(s) • Is the way to perform an action expected and clear (appropriate)? PSYCH / CS 6750

  42. Engagement • Feeling that you are directly manipulating the objects of interest • Promoted by • Unobtrusive interface • Minimizing gulfs of execution and evaluation • Appropriately responsive system PSYCH / CS 6750

  43. Ultimately... • In end, must characterize direct manipulation by feeling of directness and illusion of manipulating objects at hand PSYCH / CS 6750

  44. Example: CAD PSYCH / CS 6750

  45. Example: Photoshop PSYCH / CS 6750

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