user interface software projectsdjp3/classes/2012_01_inf134/lectures/...•where users instruct a...
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User Interface Software Projects
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Assoc. Professor Donald J. PattersonINF 134 Winter 2012
Monday, February 6, 12
Understanding and
Conceptualizing Interaction
Content derived from Rogers, Sharp and Preece http://www.id-book.com/
Monday, February 6, 12
• 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?
Monday, February 6, 12
Which is easier and why?
Monday, February 6, 12
• 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
Monday, February 6, 12
• 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?
Monday, February 6, 12
• 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?
Monday, February 6, 12
• Involves users moving through virtual or physical
environments
• Physical environments with embedded sensor technologies
• Context aware
Exploring
Monday, February 6, 12
• 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?
Monday, February 6, 12
• 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
Monday, February 6, 12
• 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…
Monday, February 6, 12
• 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
Monday, February 6, 12
Interactive Paper Interfaces
Content derived from Buxton, Sketching User Experiences/
Monday, February 6, 12
• 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
Monday, February 6, 12
Design Process
What is wanted?
Implement and Deploy
Analysis
Design
Prototyping
Evaluation
Monday, February 6, 12
• Fail fast
Rapid Prototyping
Monday, February 6, 12
What is paper prototyping anyway?
Monday, February 6, 12
• 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)
Monday, February 6, 12
• 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)
Monday, February 6, 12
• 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
Monday, February 6, 12
• 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
Monday, February 6, 12
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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