HCI: Abowd and Beale Framework

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24 Questions

What is the main concept behind the Abowd and Beale framework?

Translation between different languages during interaction

What is the primary focus of ergonomics in Human-Computer Interaction?

Designing physical aspects of interfaces

What is the purpose of the Abowd and Beale framework in Human-Computer Interaction?

To provide a general framework for understanding interaction

What is an example of an ergonomic consideration in interface design?

Use of red for warning and green for okay

What is the significance of the Abowd and Beale framework in Human-Computer Interaction?

It identifies all major components involved in interaction

What is an example of an industrial interface?

A control room interface

What is the importance of ergonomics in Human-Computer Interaction?

It is good at defining standards and guidelines for constraining the way we design certain aspects of systems

What is the relationship between the Abowd and Beale framework and Norman's interaction framework?

The Abowd and Beale framework is an extension of Norman's interaction framework

What is the purpose of palettes and tear-off menus?

To solve the problem of menus not being available when needed

What is the main difference between radio buttons and checkboxes?

Radio buttons are for exclusive choices, checkboxes are for non-exclusive choices

What is the purpose of a toolbar?

To provide fast access to common actions

What is a characteristic of WIMP systems?

They have the same elements: windows, icons, menus, pointers, buttons, etc.

What is the purpose of a dialogue box?

To display information about an important event or request information

What is the problem addressed by palettes and tear-off menus?

Menus are not available when needed

What is a characteristic of keyboard accelerators?

They are only active when a menu is open

What is an important aspect of speech-driven interfaces?

They require robust dialogue

What is the term used to describe the combination of a system's appearance and behavior?

Look and feel

In a WIMP interface, who typically has the initiative?

The user

What is the primary purpose of modal dialog boxes in an interface?

To display errors or essential steps

What is the goal of designing an interface's error and repair mechanism?

To make it easy to detect errors and enable repair

What factor can significantly influence user interaction with a system, according to the context of human-computer interaction?

Social and organizational context

What is the primary focus of designing an experience in human-computer interaction?

Making users want to use the system

What psychological concept is related to the experience of using a system, as described in the context of human-computer interaction?

Flow

What is the goal of designing an experience in terms of user engagement and motivation?

To balance between anxiety and boredom

Study Notes

Interaction Framework

  • Abowd and Beale's framework extends Norman's interaction framework, consisting of 4 parts: user, input, system, and output.
  • Each part has its own unique language, and interaction is a translation between these languages.
  • Problems in interaction arise from problems in translation.

Understanding Interaction

  • Abowd and Beale's model describes how user intentions are translated into actions at the interface, altering system state, and reflected in the output display.
  • The framework is general and not restricted to electronic computer systems, identifying all major components involved in interaction.
  • It allows for comparative assessment of systems and is an abstraction.

Ergonomics

  • Ergonomics studies the physical characteristics of interaction, also known as human factors.
  • It is good at defining standards and guidelines for constraining the way we design certain aspects of systems.
  • Examples of ergonomics include:
    • Arrangement of controls and displays (e.g., grouping by function or frequency of use)
    • Surrounding environment (e.g., seating arrangements adaptable to user size)
    • Health issues (e.g., physical position, environmental conditions, lighting, and noise)
    • Use of color (e.g., red for warning, green for okay, and awareness of color-blindness)

Initiative

  • Initiative refers to who has the initiative in the interaction: the user or the computer.
  • WIMP interfaces have shifted the initiative from the computer to the user.
  • Exceptions include pre-emptive parts of the interface, such as modal dialog boxes.

Error and Repair

  • Errors can't always be avoided, but we can make it easy to detect and repair them.
  • Example: error correction in a booking system, where the user is prompted to confirm their selection.

Context

  • Interaction is affected by social and organizational context, including:
    • Other people (e.g., desire to impress, competition, fear of failure)
    • Motivation (e.g., fear, allegiance, ambition, self-satisfaction)
    • Inadequate systems (e.g., causing frustration and lack of motivation)

Experience, Engagement, and Fun

  • Designing experience involves creating physical engagement and managing value.
  • Experience is not just about usability, but also about creating an enjoyable experience.
  • Psychology of experience includes concepts like flow (Csikszentimihalyi) and balance between anxiety and boredom.

Designing Experience

  • Real-world examples: designing experiences for home, entertainment, and shopping.
  • Psychology of experience: flow (Csikszentimihalyi) and balance between anxiety and boredom.
  • Education: zone of proximal development and things you can do with help.
  • Menu design issues: which kind to use, what to include, words to use (action or description), and how to group items.
  • Types of menus: cascading menus, keyboard accelerators, and menus extras.

Buttons

  • Buttons are individual and isolated regions within a display that can be selected to invoke an action.
  • Special kinds of buttons include radio buttons and check boxes.

Toolbars

  • Toolbars are long lines of icons providing fast access to common actions.
  • Often customizable, allowing users to choose which toolbars to see and what options are on them.

Palettes and Tear-Off Menus

  • Palettes are little windows of actions that can be shown or hidden via menu option.
  • Tear-off menus 'tear off' to become palettes, solving the problem of menus not being available when needed.

Dialogue Boxes

  • Dialogue boxes are information windows that pop up to inform of an important event or request information.
  • Examples: saving a file, where a dialogue box appears to specify filename and location.

Look and Feel

  • WIMP systems have the same elements: windows, icons, menus, pointers, buttons, etc.
  • Interactivity is important, but often overlooked in favor of focusing on look.
  • Speech-driven interfaces are rapidly improving but still require robust dialogue.

This quiz covers the Abowd and Beale framework, an extension of Norman's interaction framework, which consists of 4 parts: user, system, task, and output. It's essential for understanding human-computer interaction and better interface design.

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