notes-fp511 -chapter 1 interaction framework and ergonomics
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Lecture 4 Context
1 HCI Introduction
2 HCIThe Human Element
3 HCIThe Computer
4
HCIThe Interaction
5 Usability Paradigms
6 The Design Process
7 Models of the User in Design
8 Task Analysis9 Dialog Notations & Design
10 Models of the System
11 Support/Help
12 Evaluation13 Hypertext, Multimedia, WWW
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HCIThe Interaction
As stated in the last lecture, HCI is neither just the study of humans nor
just the study of technologyit is the bridge between the two.
In this lecture we consider the bridge, the interaction between the human
and the computer.
Lecture 4 Summary
Models of Interaction Ergonomics (including colour)
Interaction Styles
WIMP Interfaces Screen Design & Layout
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Reading
Dix et al: Chapter 3 The interaction
Reading 2.1: Colour, Mayhew 1992
Reading 4.1: Dialog Styles, Mayhew 1992
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Models of Interaction 1: basic ideas
Why develop a model for interaction?
To help us to understand an interactive dialogue.
To identify likely difficulties.
To provide a framework to compare different interaction styles.
Some concepts:
Users want to achieve goals in some domain.
Operations in the domain are tasks.
Task analysis investigates the problem in terms of domain, goals,
intentions, tasks (see lecture 8).
The system and the user have different languages
The core languagedescribes computation aspects of the domain
The task languagedescribes psychological aspects of domain
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Models of Interaction 2: The execution evaluation cycle
Normans execution-evaluation cyclemost closely matches our intuitive view.
1. establishing the goal task language; imprecise
2. forming the intention specific3. specifying the action sequence
4. executing the action
5. perceiving the system state6. interpreting the system state
7. evaluating the system state with respect to the goals and intentions
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Interface Problems
Since the human and computer do not recognise the same concepts (speak the
same language) interfaces cause problems. These problems can be described in
terms of:
gulf of execution difference between user determined action formulation
and the actions allowed by system
gulf of evaluation difference between physical presentation of system
state and user expectation
These gulfs can be bridged:
users can change to suit the interface
designers can design knowing the user
users can change their interpretation of system responses
designers can change output characteristics
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Models of Interaction 2: The Interaction Framework
Normans model concentrates on the users view of interaction.
Abowd & Beale model UserSystem communication through the
interface.
observation
articulation performance
coretask
Input
User Syste
Outputpresentation
Interface
They considered four (4) components, each with its own language.
This more accurately models the overall interaction and leads to situation
analyses that locate sources of interface problems.
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The Interaction Framework ...
Interaction problems are explained as language translation difficulties.
User Input: (articulating a goal)
How easy is it to translate a goal requirement into the input language? e.g.
Difficult: bank of light switches, stovetop element controls
Easy: virtual reality system
Input System
Can all system stimuli be articulated by user language? Consider remote control (or front panel) with limited functions.
System Output (execution & evaluation)
Can system output device provide a complete view of system state? e.g. Consider document editing with limited view of data
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The Interaction Framework ...
Output User (interpretation by user)
Is information presented to user in a way that is easy to interpret. e.g.
Difficult to read unmarked analog clock.
Difficult to observe result of hierarchical system file copying usingcommand line interface
Comments
These two frameworks are quite general.
Frameworks help us to understand the interaction process.
Frameworks help us to judge overall usability of an entire interactive
system. Evaluation of a system can only be with respect to a set of goals and tasks
which the system is being used to achieve. (E.g. Word vsLATEX)
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Ergonomics (Human Factors)
Ergonomics is the study of the physical characteristics of interaction,
particularly:
the design or controls (icons, physical input devices)
the physical environment where the interaction is situated
layout & physical qualities of the display (e.g. screen)
This is a huge and established field; we will consider briefly some aspects:
arrangement of controls
physical environment
health issues
use of colour
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Ergonomics: the arrangement of controls
Control layout is important
Safety critical systems: poor layout disaster!
Routine applications: poor layout inefficiency, user dissatisfaction,
poor mental model building etc..
Controls can be and laid out in various ways:
functional task related controls grouped together
sequential layout in order of use
frequency common controls easy to access
Other factors
Controls should be easy to reach Controls should not be so close to each other that they hamper usage
Dangerous controls should be hard to reachprevents accidents
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Ergonomics: the physical environment & health issues
Unsatisfactory working conditions can at best lead to stress and dissatisfaction
and at worst harm workers health. Some factors to consider:
physical position should be comfortable
temperature should not be extreme
lighting should be low-glare & sufficient
noise should not be excessive; high levels hamper perception
time dont expect extended use of an interactive system
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Ergonomics: Colour
Colour is a powerful cue, but it is easy to misuse.
It should not be applied just because it is available.
Topics:
Colour Vision & Perception
Principles & Guidelines
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Colour Vision
the eye consists of millions ofphoto receptorssensitive to light
two types of photo receptors
1. rods
not sensitive to colour
high density at periphery
highly sensitive
low resolution
2. cones
sensitive to colour; different cones for red, green and blue light
high density in centre (fovea)
less sensitive can tolerate bright light
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How are colours generated?
Subtractive colour system
Non-luminous objects (e.g. paper) selectively absorb and reflect different
wavelengths of light, creating the perception of colour.
Additive colour systemLuminous objects (e.g. CRT screen) generate colour by addition of
Red/Green/Blue.
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Other Colour models
As well as the RGB system, a number of other descriptive models are inuse.
The most common other model is the HLS (or HSB) system
HLS describes more closely the colours that we actually can see. (Manycolours that we can see are not describable in the RGB system.)
The HLS colour model has three (3) dimensions
1. hue the basic component
2. saturation the degree to which the hue differs from a neutral gray
3. lightness indicates the level of illumination:
Brightness substitutes for Lightness in the HBS model
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The HLS colour solid
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Colour Principles & Guidelines
See Reading 2.1 from Mayhew for more guidelines.
have some other redundant cue
optimal combinations are known
include a bright colour in the foreground
best background black
worst background brown or green use colour sparingly, design in B&W
use colour to group/highlight information
use colour to support search tasks avoid using colour in non-task-related ways
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Colour Principles & Guidelines ...
allow customisation
ensure colours differ in lightness (aids colourblind users)
limit colour to eight (8) distinct colours; four (4) preferred
avoid saturated blues for text
choose foreground and background colour with care
colours are hard to distinguish when objects are small, far apart, or close
on colour spectrum
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Interaction/Dialogue Styles
Dialoguerefers to the exchange of instructions and information that takes
place between a user and a computer.
There are a number of common styles including:
command line interface
menus & navigation
natural language
question/answer & query dialog
form-fills & spreadsheets
direct manipulation (WIMP)
point & click three dimensional
We will discuss dialog design in more detail later.
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Command Line Interface
operating systems DOS/UNIX
short instructions for efficiency/repetition
good for experts
poor for novices
hard to remember, so choose command names carefully
operation DOS command Unix program
directory list dir ls
display file type cat
rename file rename mv
search in file grep
relies on recallrather than recognition
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Menus & Navigation
a set of options
no need to remember, only recognise options must be self-explanatory
they can take up space so we have
pull-down/pop-up/pin-up/cascading/pie
features hierarchical, short-cut, icons, dividers, disabled/invisible entries,
menu items that display a dialog . . .
design & ordering is important; ordering choices: alpha
categorical (with dividers)
convention (e.g. File -> Exit) frequency most common near the top
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Menu Design Guidelines
See Reading 4.1 from Mayhew.
Menu structure
Match menu structure to task structure
Provide user customisable menu structures
Minimise menu depth at expense of breadth
Use vertical menus on full text screens
Consider pie menus
Grey-out (novice) or delete (expert) inactive menu items
Group items into semantic categories
Choose brief, consistent menu labels
Add menu choice descriptors; e.g. micro-help in status line
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Menu Design Guidelines ...
Menu choice ordering
Order and group items within menu by
frequency, category, temporal order
Menu choice selection
Use pointer or mnemonic codes
Only use cursor keys for short menus
Provide default selections
Distinguish between single & multi-choice items (radio buttons vs. check
buttons)
Provide menu selection feedback
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Menu Design Guidelines ...
Menu invocation
Use permanent rather than pop-up menus
Use pop-up for experienced user
Menu navigation
Use consistent menu design & appearance across application
Consider providing menu context information
Consider providing shortcuts
Provide backwards navigationone or more steps
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Natural Language
speech recognition or typed natural language; problems:
speech accent, inflection
typing slow, speeling
poor for experts, vague, ambiguous
Question/Answer & Query
input is constrained ATM, wizard dialogue
good for novices but restricted functionality
next question/action depends on last answer
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Form-Fills/Spreadsheets
hard-copy metaphor
used for data entry & specifying a data retrieval operation
good for novices as it is familiar (similar to paper form)
need to allow editing of errors
need to allow easy movement between fields
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Direct Manipulation (WIMP)
WIMP (Windows, Icons, Menus, Pointers) systems replace typedcommands.
They have the following features:
objects are visible and directly manipulable
rapid, reversible, incremental actions
Why are these systems popular?
novices learn quickly
programs tend to have the same look and feel
based on recognition not remembering
provide immediate feedback
contain recognisable widgets, e.g. buttons, dialogs
provide a feeling of control
There are conceptual problems; e.g. the gulfsof execution and evaluation.
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Windows
Windows turn a physical display into several virtual displays.
optimise display space
interact with multiple sources
interact with multiple views
enable standardisation of interaction
What if we have many active windows?
eithersome obscured hard to find
orall visible too small, much scrolling
solutions: folders, rooms, virtual screens, iconified windows . . .An application might use multiple windows to organise separate but related
information, e.g. multiple Single Document Interface vsMultiple Document
Interface.
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Window Widgets
Windowsthemselves include widgets: title bars, resize controls, min/max,
panes, etc.
Menushave already been covered.
There are various controlwidgets: buttons, checkboxes, radio buttons,sliders, scroll bars, custom-built, etc.
The concept of affordanceis particularly important here.
Dialog boxesare transient windowscontaining information andinput/output fields.
Usually they require user action before they can be removed (modal)
There are various cursortypes, e.g. pointer, text, cross-hair, hourglass,
user-defined, etc.
Some have information overloaded on them. (e.g. x,y posn)
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Modal and modeless dialog boxes
A dialog box is a pop-up window.
Modal
Stops users work flow as main window is inaccessible
Very annoying if it is either an informational-only message, or asking aquestion that the user cannot easily answer.
Useful in some cases; e.g. File save dialog
Modeless
Extra window co-exists with parent
Can result in many windowsjunk that must be later cleared
Does not restrict work flow (unless it claims focus)
Guideline 4.1
Use pop-up dialog boxes with care. Do you really need one? If possible, use
an alternative, such as more intelligent coding or status information.
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Graphical Representation
It would be ideal if the screen presented information familiar to us from
our environment.
The problem is the high cost of real-time image generation and screen
real-estate. We can represent a whole range of interface objects and represent
differences between objects through graphical coding.
reverse video to represent the current status of objects, e.g. selectedtext
abstract shapes for different objects
colour for various options
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Icons
Icons embody the idea that different people have different cognitive styles.
Some users prefer text-oriented views and some prefer graphics.
An icon is an image, picture or symbol representing a concept.
Consider these guidelines when creating or allocating icons:
represent the object or action in a familiar manner
limit the number of icons
make the icon stand out
try 3D icons
make each one clearly visible from the background
ensure icon family harmony
group icons appropriately
add information to show use, e.g. tooltips
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Interactivity & Interaction Context
Interactivityis the defining feature of an interactive system, e.g. the
interface semantics and closeness to real-time interaction (speech
recognition, visualisation, menu dynamics).
In older systems, order of interaction is pre-emptive. Newer systems stillhave some of these features, e.g. modal forms.
Of course all interaction occurs in some wider social and organisational
context.
People are usually involved and there are issues of desire to impress,
competition and fear of failure.
Motivation will reduce if systems do not match requirements but new
technology may increase motivation if systems are well designed and
integrated with the users work.
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