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Interaction Styles in HCI Explained

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0% found this document useful (0 votes)
18 views5 pages

Interaction Styles in HCI Explained

Uploaded by

brian.mwangi
Copyright
© All Rights Reserved
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Available Formats
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3.

INTERACTION
HCI (human-computer interaction) is the study of how people interact with computers and to
what extent computers are or are not developed for successful interaction with human beings.

3.1 Interaction styles include:


 Command
 Menus
 Form fill
 Questions and Answers
 Direct Manipulation

Command

Commands provide a way of expressing instructions to the computer directly. Communication


between user and computer is purely textual. Commands can take the form of function keys,
single characters, short abbreviations, whole words, or combination of the first two. An issue
with command interface is the number of keystrokes required to complete a command.

Commands must be remembered, so care must be taken in choosing the commands for the
system.

Command-entry remains popular in applications where the users are experts and become very
familiar with the commands they can use, for example:

 System administrators, particularly on Unix and Linux systems


 Network administrators – Cisco devices (routers, switches, etc) use a command entry
Interface

Advantages of command interfaces

 Quick and powerful for experienced users


 Can be used in conjunction with other user interfaces.

Disadvantages of command interfaces


 Relies on recall of commands and syntax.
 Difficult to learn.
 Error prone

Menus

A list of options is presented to the user and the appropriate decision is selected by typing
some code or selecting the option required. Unlike command-driven systems, menus do not
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require the user to remember the item they want; they only need to recognize it. Menus favor
recognition over recall. This is often described by cognitive psychologists as favoring ‘knowledge
in the world’ over ‘knowledge in the head’. The majority of user interfaces are now designed to
make use of knowledge in the world.

Menus are used extensively in GUI systems such as Windows, and are also widely used to
provide navigation systems in web sites. Horizontally oriented menus in web pages are often
referred to as navigation bars.

A number of menu interface styles


– flat lists, drop-down, pop-up, contextual, and expanding ones, e.g., scrolling and
cascading

FITTS’ LAW
Fitts' law is a mathematical model that predicts how long it will take to point to a target. It
takes into account where you are currently pointing relative to the target; how far the target is
and how big the target is.

Essentially, Fitts’ Law states that big targets at close distance are reached faster than small
targets at long range. Theoretically, the following principles exist when applying Fitts’ Law to
interface designs:

 Things done more often should be assigned a larger button. This seems an intuitive
principle, but it needs to be used very carefully, since it harms the consistency of the
interface.
 Things done more often should be closer to the average position of the user's cursor.
 The top, bottom, and sides of the screen are infinitely targetable because of the
boundary created by the edges of the screen. They should be fully utilized.

There are tradeoffs when applying Fitts' Law to interface designs. Fitts' Law suggests that
interface components should be made larger and positioned closer to the average cursor
position. These suggestions may act in opposition to other factors that make an efficient
interface, such as organization and use of available screen space.

Advantages of menus

 Users do not have to memorize complex commands.


 Structured navigation benefits novices and casual users.
 Can shorten users learning time and effort.

Disadvantages of menus

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 Can force users through many levels of menus.
 Users may get lost in menu hierarchies.
 Menu terms and names may not be meaningful to users.

Question and answer dialogues


In this kind of interaction questions are asked one at a time and the next question may depend
on the previous answer. Question and answer dialogues are often used in tasks where
information is elicited from users in a prescribed and limited form, such as a bank ATM. They
are now widely used in PC software, in the form of ‘Wizards’ to guide novice users through
tasks. Wizards can be very frustrating for experienced users who know what they want to do.

Form-fill

The user type the data in specific fields, similar to the fields on a paper fill-in form. Many office
and database applications use this style. Form-fill is also widely used in web pages, to obtain
feedback or to elicit customer details in transactions.

Some of the issues which should be considered when designing forms include:
 Clarity of layout
 Types of fields – the users should be able to tell what kinds of data are permissible in
each field.
 Help text (for the form and for each field)
 Automatic advancement (tabbing from field to field) – this can be very helpful as long as
it done in the correct order.
 Cancel option (what does it mean in the situation)
 Corrections – how can the user correct data once entered
 Corresponding paper-form (for example order entry)
 Pre-filled fields – it may save the user time if some fields contain commonly used initial
values
 Use of list boxes to select from predetermined list of optional values.
 The spreadsheet is a variation on the form-fill interaction style.

Direct Manipulation

Direct manipulation is a style of interaction which features a natural representation of task


objects and actions promoting the notion of people performing a task themselves (directly) not
through an intermediary like a computer. A direct manipulation system has the following
features:

• Visibility of the objects of interest


• Rapid, reversible, incremental actions
• Replacement of complex command syntax by direct manipulation of the object of interest

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The visual representation usually takes the form of a metaphor related to the actual task being
performed. Well-designed direct manipulation systems tend to make the interaction enjoyable
for the users.

Why are DM interfaces so enjoyable?

 Novices can learn the basic functionality quickly


 Users can immediately see if their actions are furthering their goals
 Users experience less anxiety because the system is comprehensible and because
actions are reversible
 Users gain confidence because they fill in control and can predict system responses

Examples

 File managers, such as Windows Explorer (drag-and-drop copying)

• Graphics software (drawing tools such as Photoshop and Fireworks)


• Games

WIMP/GUI interfaces

• Windows
– could be scrolled, stretched, overlapped, opened, closed, and moved around the
screen using the mouse
• Icons
– represented applications, objects, commands, and tools that were opened when
clicked on
• Menus
– offering lists of options that could be scrolled through and selected
• Pointing device
– a mouse controlling the cursor as a point of entry to the windows, menus, and
icons on the screen

User Frustration with interfaces

When using an interface the user may get frustrated when

 When an application doesn’t work properly or crashes


 When a system doesn’t do what the user wants it to do
 When a user’s expectations are not met
 When a system does not provide sufficient information to enable the user to know what
to do
 When error messages pop up that are vague, obtuse or condemning
 When the appearance of an interface is garish, noisy, gimmicky or patronizing

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 When a system requires users to carry out too many steps to perform a task, only to
discover a mistake was made earlier and they need to start all over again

3.2 Interface metaphors

Metaphors convey an abstract concept in a more familiar and accessible form. A metaphor is a
figure of speech in which an expression is used to refer to something that it does not literally
denote in order to suggest a similarity. Metaphors are widely used to make use of users’
existing knowledge when learning new computer systems.

Interface metaphors are designed to be similar to a physical entity but also has own properties
e.g. desktop metaphor, search engine. They exploit user’s familiar knowledge, helping them to
understand ‘the unfamiliar’

Interface metaphors conjure up the essence of the unfamiliar activity, enabling users to
leverage of this to understand more aspects of the unfamiliar functionality. People find it
easier to learn and talk about what they are doing at the computer interface in terms familiar to
them.

Benefits of interface metaphors

• Makes learning new systems easier


• Helps users understand the underlying conceptual model
• Can be innovative and enable the realm of computers and their applications to be made
more accessible to a greater diversity of users

Problems with interface metaphors (Nelson, 1990)

• Break conventional and cultural rules


– e.g., recycle bin placed on desktop
• Can constrain designers in the way they conceptualize a problem space
• Forces users to only understand the system in terms of the metaphor
• Designers can inadvertently use bad existing designs and transfer the bad parts over
• Limits designers’ imagination in coming up with new conceptual models

Common questions

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Direct manipulation interfaces provide an intuitive and engaging user experience by allowing users to interact with visual representations of tasks directly. They show rapid, reversible, incremental actions and minimize complex command syntax, which helps in reducing user anxiety and improving confidence . However, they can be limited by the complexity of representing all possible interactions visually, possibly leading to oversimplification of functions . Conversely, menu-based systems structure navigation and do not require users to recall commands, but they can limit experienced users with their step-by-step processes .

Fitts' Law principles suggest that frequently used interface components should be larger and closer to the user's average cursor position to reduce interaction time. This means designers often place larger buttons for common functions and utilize screen edges to take advantage of infinitely targetable areas . However, these principles can conflict with other design considerations, such as maintaining a clean interface with organized use of screen space. Overweighting Fitts' Law could lead to clutter or inconsistencies in design, challenging the balance between efficiency and aesthetic organization .

Command interfaces are cognitively beneficial for expert users as they provide a quick and powerful means of interaction once the commands are learned. Users can perform tasks efficiently without relying on additional navigation tools, which is particularly useful for system and network administrators . However, command interfaces also require the user to memorize complex commands and syntax, which can be difficult and error-prone, and may not accommodate users who are unfamiliar with specific command sets . Thus, while expert users benefit from the speed of command interfaces, the cognitive load of memorization and potential for errors present limitations.

Menu interfaces leverage the 'knowledge in the world' concept by providing visible options for users, which aids recognition instead of recall. This allows users to select options from a presented list without needing to remember commands or specific syntax, contrasting with command interfaces that rely on 'knowledge in the head,' requiring memorization of instructions . Designing interfaces using 'knowledge in the world' reduces cognitive load and supports novice and casual users by structuring navigation in a way that is easily understandable without requiring extensive memory use .

Experienced users may find wizards frustrating because they typically guide users step-by-step through tasks, providing limited flexibility and requiring more time than necessary when the user already knows how to accomplish their goal . Unlike novices, who benefit from structured guidance, experienced users prefer direct access to functions to expedite task completion without intermediary steps, which can be constraining when using wizards designed for less frequent or new users .

User frustration with computer interfaces arises from poor system performance such as crashes, unmet expectations, insufficient guidance, ambiguous error messages, and overly complex task processes requiring unnecessary actions . Designers can address these issues by ensuring software reliability, providing comprehensive help features and informative error messages, limiting unnecessary steps in workflows, and designing intuitive, aesthetically pleasing interfaces. Continuous user feedback and usability testing can significantly reduce frustration levels by aligning user needs with system capabilities .

Common pitfalls in designing interface metaphors include breaking conventional rules and constraining both designers and users to limited conceptual models. For instance, placing a recycle bin on a desktop can confuse users due to its unconventional nature . These metaphors can also limit designers' creativity, tying them to restrictive or poorly designed earlier models while potentially forcing users to understand systems only in the context of the metaphor. This can restrict the exploration of alternative usage methods and inhibit the development of innovative interfaces .

Users might face challenges with direct manipulation interfaces due to potential oversimplification, difficulty representing complex tasks visibly, or ambiguity in representing actions. Such interfaces can also be resource-intensive, requiring high computational power for graphical rendering . To mitigate these issues, designers should ensure clear and thorough visual metaphors that align with user expectations, provide alternative interaction modes for complex tasks, and optimize system performance to deliver responsive feedback. Comprehensive user testing and iterations can refine these interactions .

'Question and answer' dialog systems guide users through a sequence of related queries, where subsequent questions may depend on previous responses, offering a structured way to gather specific information . This method is often utilized in automated wizards to aid novice users. In contrast, 'form-fill' interfaces allow users to input data into designated fields, resembling paper forms, and enable interaction with multiple fields simultaneously. While 'form-fill' interfaces offer flexibility by allowing users to proceed at their own pace, they require a well-organized layout to facilitate efficient data entry .

Interface metaphors help users learn new software systems by leveraging familiar concepts to explain abstract or new actions, making them easier to understand and discuss. For example, using a 'desktop' metaphor for computer interfaces allows users to transfer their understanding of physical desktops to manage computer files . This approach enables users to grasp the underlying conceptual model more quickly and effectively, promoting innovation and accessibility for a broader user base . However, reliance on metaphors can also constrain user understanding to the metaphor's limits .

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