user interface software projectsdjp3/classes/2012_01_inf134/lectures/...•where users instruct a...
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User Interface Software Projects
The author of this work license copyright to it according to theCreative Commons Attribution-Noncommercial-Share Alike 3.0 United States Licensehttp://creativecommons.org/licenses/by-nc-sa/3.0/us/
Assoc. Professor Donald J. PattersonINF 134 Winter 2012
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Understanding and
Conceptualizing Interaction
Content derived from Rogers, Sharp and Preece http://www.id-book.com/
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• Instructing
• issuing commands and selecting options
• Conversing
• interacting with a system as if having a conversation
• Manipulating
• interacting with objects in a virtual or physical space by
manipulating them
• Exploring
• moving through a virtual environment or a physical
space
Interaction types
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• Where users instruct a system and tell it what to do
• e.g. tell the time, print a file, save a file
• Very common conceptual model, underlying a
diversity of devices and systems
• e.g. word processors, VCRs, vending machines
• Main benefit is that instructing supports quick and
efficient interaction
• good for repetitive kinds of actions performed on
multiple objects
Instructing
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Which is easier and why?
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Which is easier and why?
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• Underlying model of having a conversation with
another human
• Range from simple voice recognition menu-driven
systems to more complex ‘natural language’ dialogs
• Examples include timetables, search engines, advice-
giving systems, help systems
• Also virtual agents, toys and pet robots designed to
converse with you
Conversing
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Conversing
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• Allows users, especially novices and technophobes, to
interact with the system in a way that is familiar
• makes them feel comfortable, at ease and less
scared
• Misunderstandings can arise when the system does not
know how to parse what the user says
• User doesn’t know what the system is capable of
Pros and cons of conversational model
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• Involves dragging, selecting, opening, closing and
zooming actions on virtual objects
• Exploit’s users’ knowledge of how they move and
manipulate in the physical world
• Can involve actions using physical controllers (e.g. Wii) or
air gestures (e.g. Kinect) to control the movements of an
on screen avatar
• Tagged physical objects (e.g. balls) that are manipulated
in a physical world result in physical/digital events (e.g.
animation)
Manipulating
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• Shneiderman (1983) coined the term DM, came from his
fascination with computer games at the time
• Continuous representation of objects and actions of
interest
• Physical actions and button pressing instead of issuing
commands with complex syntax
• Rapid reversible actions with immediate feedback on
object of interest
Direct Manipulation
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• Novices can learn the basic functionality quickly
• Experienced users can work extremely rapidly to carry
out a wide range of tasks, even defining new functions
• Intermittent users can retain operational concepts over
time
• Error messages rarely needed
• Users can immediately see if their actions are furthering
their goals and if not do something else
• Users experience less anxiety
• Users gain confidence and mastery and feel in control
Why are DM interfaces so enjoyable?
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• Some people take the metaphor of direct manipulation too
literally
• Not all tasks can be described by objects and not all actions
can be done directly
• Some tasks are better achieved through delegating
• e.g. spell checking
• Can become screen space ‘gobblers’
• Moving a mouse around the screen can be slower than
pressing function keys to do same actions
What are the disadvantages with DM?
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• Involves users moving through virtual or physical
environments
• Physical environments with embedded sensor technologies
• Context aware
Exploring
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• Direct manipulation is good for ‘doing’ types of tasks, e.g.
designing, drawing, flying, driving, sizing windows
• Issuing instructions is good for repetitive tasks, e.g. spell-
checking, file management
• Having a conversation is good for children, computer-
phobic, disabled users and specialised applications (e.g.
phone services)
• Hybrid conceptual models are often employed, where
different ways of carrying out the same actions is supported
at the interface - but can take longer to learn
Which conceptual model is best?
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• Interaction type:
• what the user is doing when interacting with a system,
e.g. instructing, talking, browsing or other
• Interface type:
• the kind of interface used to support the mode, e.g.
speech, menu-based, gesture
Conceptual models: interaction and interface
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• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
• (for more see chapter 6)
Many kinds of interface types available…
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• Important to have a good understanding of the problem
space
• Fundamental aspect of interaction design is to develop a
conceptual model
• Interaction modes and interface metaphors provide a
structure for thinking about which kind of conceptual model
to develop
• Interaction styles are specific kinds of interfaces that are
instantiated as part of the conceptual model
• Paradigms, theories, models and frameworks can also
shape a conceptual model
Summary
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Interactive Paper Interfaces
Content derived from Buxton, Sketching User Experiences/
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• It is a part of a participatory design process
• General Goal:
• Use rapid prototyping to explore the design space
• Works well with brainstorming
• Important that it be sketched
• Sketched is not just about drawing, it’s also an attitude
Interactive Paper Interfaces
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Design Process
What is wanted?
Implement and Deploy
Analysis
Design
Prototyping
Evaluation
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• Fail fast
Rapid Prototyping
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What is paper prototyping anyway?
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Quick to make (at least
after some practice)
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Quick to make (at least
after some practice)
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Can be provided when
needed
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Can be provided when
needed
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
A sketch is cheap. High
cost inhibits design (early
in the process)
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
A sketch is cheap. High
cost inhibits design (early
in the process)
Monday, February 6, 12
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
If you can’t afford to throw it
away it probably isn’t a sketch.
The investment is in the
concept, not the art. It’s value
depends on its disposability.
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
If you can’t afford to throw it
away it probably isn’t a sketch.
The investment is in the
concept, not the art. It’s value
depends on its disposability.
Monday, February 6, 12
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Sketched interfaces tend to
work best as a series, in context
with many other sketches.
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Sketched interfaces tend to
work best as a series, in context
with many other sketches.
Monday, February 6, 12
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
The way a sketch is drawn
distinguishes it from other ways
of rendering. The style signifies
to it’s viewers that it’s “just a
sketch”
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
The way a sketch is drawn
distinguishes it from other ways
of rendering. The style signifies
to it’s viewers that it’s “just a
sketch”
Monday, February 6, 12
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
There is a fluidity to sketches
that gives them a sense of
openness and freedom. They
are not precise like a blueprint
or engineering drawing.
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
There is a fluidity to sketches
that gives them a sense of
openness and freedom. They
are not precise like a blueprint
or engineering drawing.
Monday, February 6, 12
![Page 38: User Interface Software Projectsdjp3/classes/2012_01_INF134/Lectures/...•Where users instruct a system and tell it what to do • e.g. tell the time, print a file, save a file •](https://reader033.vdocument.in/reader033/viewer/2022060217/5f066aac7e708231d417e350/html5/thumbnails/38.jpg)
• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
They include only what is
necessary to communicate the
concept. Extra detail is
distracting. Going beyond
“good enough” is a bad thing
with sketching.
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
They include only what is
necessary to communicate the
concept. Extra detail is
distracting. Going beyond
“good enough” is a bad thing
with sketching.
Monday, February 6, 12
![Page 40: User Interface Software Projectsdjp3/classes/2012_01_INF134/Lectures/...•Where users instruct a system and tell it what to do • e.g. tell the time, print a file, save a file •](https://reader033.vdocument.in/reader033/viewer/2022060217/5f066aac7e708231d417e350/html5/thumbnails/40.jpg)
• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
a sketch is helpful because it
suggests only a level of
precision that corresponds to
the level of certainty in the
designer’s minds at the time.
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• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
a sketch is helpful because it
suggests only a level of
precision that corresponds to
the level of certainty in the
designer’s minds at the time.
Monday, February 6, 12
![Page 42: User Interface Software Projectsdjp3/classes/2012_01_INF134/Lectures/...•Where users instruct a system and tell it what to do • e.g. tell the time, print a file, save a file •](https://reader033.vdocument.in/reader033/viewer/2022060217/5f066aac7e708231d417e350/html5/thumbnails/42.jpg)
• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Sketches don’t “tell” they
“suggest”. Their value lies not
in the drawing, but in its ability
to provide a catalyst to the
desired and appropriate
behavior, conversations, and
interactions.
Monday, February 6, 12
![Page 43: User Interface Software Projectsdjp3/classes/2012_01_INF134/Lectures/...•Where users instruct a system and tell it what to do • e.g. tell the time, print a file, save a file •](https://reader033.vdocument.in/reader033/viewer/2022060217/5f066aac7e708231d417e350/html5/thumbnails/43.jpg)
• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Sketches don’t “tell” they
“suggest”. Their value lies not
in the drawing, but in its ability
to provide a catalyst to the
desired and appropriate
behavior, conversations, and
interactions.
Monday, February 6, 12
![Page 44: User Interface Software Projectsdjp3/classes/2012_01_INF134/Lectures/...•Where users instruct a system and tell it what to do • e.g. tell the time, print a file, save a file •](https://reader033.vdocument.in/reader033/viewer/2022060217/5f066aac7e708231d417e350/html5/thumbnails/44.jpg)
• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Sketches are intentionally
ambiguous. They can be
interpreted in different ways.
Unexpected relationships
emerge from viewing them,
even for the sketcher.
Monday, February 6, 12
![Page 45: User Interface Software Projectsdjp3/classes/2012_01_INF134/Lectures/...•Where users instruct a system and tell it what to do • e.g. tell the time, print a file, save a file •](https://reader033.vdocument.in/reader033/viewer/2022060217/5f066aac7e708231d417e350/html5/thumbnails/45.jpg)
• Why sketching?
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear Vocabulary
• Distinct Gesture
• Minimal Detail
• Appropriate degree of refinement
• Suggest and explore, not confirm
• Ambiguity
Interactive Paper Interfaces
Sketches are intentionally
ambiguous. They can be
interpreted in different ways.
Unexpected relationships
emerge from viewing them,
even for the sketcher.
Monday, February 6, 12