Understanding Computer System Interactions

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Questions and Answers

What does good interaction design primarily enhance?

  • System complexity
  • System speed
  • System cost
  • System usability (correct)

What cycle describes how users form goals, act, and then evaluate the outcomes?

  • Action-Evaluation Cycle
  • Norman's Execution-Evaluation Cycle (correct)
  • Execution-Intention Cycle
  • Goal-Achievement Cycle

In interaction design, what does the term 'domain' refer to?

  • The user's goal
  • A specific user action
  • The area of study or work (correct)
  • A system process

In the context of interaction, what does 'ergonomics' primarily focus on?

<p>Physical aspects of human-system interaction (D)</p> Signup and view all the answers

What is the primary purpose of a dialog box in a user interface?

<p>To display important information or warnings (C)</p> Signup and view all the answers

Flashcards

Usability

Good interaction design enhances the usability of a system, making it easier and more efficient for users to achieve their goals.

User Experience

Effective interaction contributes to a positive user experience, increasing satisfaction and productivity.

Models of Interaction

Interaction models help us understand and address the complexities of user-system communication.

Domain

This is the area of work under study. For example, graphic design is one of these.

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Ergonomics

Ergonomics concentrates on the physical aspects of human-system interaction.

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Study Notes

Interaction with Computer Systems

  • Interaction involves the exchange of information and commands between a user and a computer.
  • The interaction spans from basic command-line inputs to virtual reality experiences.
  • Good interaction design enhances system usability, making it easier for users to achieve their goals.
  • Effective interaction increases user satisfaction and productivity.
  • Varying interaction methods increase a system's accessibility to accommodate different user abilities and preferences.

Models of Interaction

  • Interaction models illustrate how users and systems interact, bridging gaps and potentially highlighting issues.
  • Norman's Execution-Evaluation Cycle describes the process where users form goals, plan actions, execute them, and then evaluate outcomes.
  • Norman's Execution-Evaluation cycle emphasizes the importance of aligning system responses with user expectations, and informs where communication breakdowns occur.
  • Extended models, building on Norman's cycle. incorporate context or feedback mechanisms.
  • Both types of models focus on user goals and actions.

Terms of Interaction

  • Domain refers to the area of work under study (e.g., graphic design).
  • Goal refers to what the user wants to achieve (e.g., create a solid red triangle).
  • Task refers to how the user goes about doing it, in terms of operations or actions, such as selecting a fill tool and clicking over a triangle.

Norman's Model of Interaction

  • Users formulate a plan of action and execute it at the computer interface.
  • Users observe the interface to evaluate results and determine further actions once the plan is executed.
  • The interactive cycle has with two phases; execution, and evaluation
  • The phases are subdivided into seven stages/steps.
  • Step 1: Establish a Goal
  • Step 2: Form an Intention.
  • Step 3: Specify the Action Sequence.
  • Step 4: Execute the Action.
  • Step 5: Perceive the System State.
  • Step 6: Interpret the System State.
  • Step 7: Evaluate the System State in respect to the Goals and intentions.
  • Execution Phase; Form the goal, is where the user decides what they want to achieve.
  • Execution Phase; Forming the intention, is where he user plans the actions needed to achieve the goal.
  • Execution Phase; Specifying the action, is where the user determines the specific steps required.
  • Execution Phase; Executing the action, is where the user performs the actions through the computer interface.
  • Evaluation Phase; Perceiving the state of the system, is where the user observes the system's response to their actions.
  • Evaluation Phase; Interpreting the state of the system, is where the user understands the system's response in relation to their goal.
  • Evaluation Phase; Evaluating the outcome, is where the user compares the system's response with the goal to determine if it has been achieved.

Execution/Evaluation Loop Breakdown

  • Goal --> Execution --> System --> Evaluation
  • The user first establishes a goal, then formulates an intention, and specifies actions at the interface.
  • Next, the user executes an action, perceives the system state, and interprets the system state.
  • The user evaluates the system state with respect to goal.

Interaction Framework: Components

  • System: Core functionalities and operations of the interactive system with its specific language.
  • User: The individual interacting with the system, using a task language to express goals.
  • Input: User's information or commands, formatted and transmitted using its own language.
  • Output: The system's responses or feedback to the user's input.
  • Input and Output form the Interface, and is channel through which communication occurs.
  • The framework facilitates the analysis of communication processes and outcomes in interactive systems.

Interaction Framework: Aspects

  • Users convert intentions into actions at the interface, causing changes in system state.
  • These changes are reflected in the output display and interpreted by the user.
  • The interaction framework identifies all major components involved in interaction and allows comparative assessment of systems.
  • The interaction framework is an abstraction and not specifically restricted to hardware.

Ergonomics

  • Ergonomics focuses on the physical aspects of human-system interaction, it is also known as Human Factors.
  • Ergonomics examines how control designs, physical environments, and display layouts affect user experience.
  • The goal of ergonomics is to optimize elements based on human psychology and system constraints to enhance the user experience.
  • Key issues include the arrangement of controls and displays, the design of physical environments and the impact of color on interactions.
  • There can an overlap with Human-Computer Interaction (HCI).
  • Ergonomics focuses on physical interactions and environmental factors for efficient, comfortable, and safe user-system interactions.
  • Examples include arrangement of controls and displays, grouped by function or frequency of use.
  • Seating arrangements adapt to all user sizes.
  • Tackling health issues; physical position, temperature, humidity, lighting, and noise.
  • Use of color, the use of red for warning, green for okay, with consideration for color-blindness.

Interface Styles

  • Interface style selection affects interaction between users and computers.
  • Common interface styles include the command line interface, menus, natural language, question/answer and query dialog, form-fills and spreadsheets, WIMP, point and click , and three-dimensional interfaces.
  • Command Line Interface: Way of expressing instructions to the computer directly, typical example: Unix System commands.
  • GUI Menus: Is an option displayed on the screen, relying on recognition so names should be meaningful and can be selected by numbers, letters, arrow keys, mouse etc.
  • Natural language: Everyday language used by humans and has key characteristics such as flexibility, ambiguity, context dependency, is productive, complex and universal.
  • Query interfaces: Is a question/answer style interface, suitable for novice users.

WIMP Interface

  • WIMP (windows, icons, menus, pointers) is the default interface for most interactive computer systems, such as PCs and desktop workstations.
  • Many common environments for interactive computing are examples of the WIMP interface style, often simply called windowing systems.
  • Examples of WIMP interfaces include Microsoft Windows for IBM PC compatibles, MacOS for Apple Macintosh compatibles and various X Windows-based systems for UNIX.

WIMP Interface: Elements

  • windows, icons, menus, pointers.
  • buttons, toolbars, palettes, dialog boxes

WIMP: Windows, Scrollbars and Title Bars

  • Windows are areas of the screen that behave as if they were independent, and can contain text or graphics , can be moved or resized can overlap each other.
  • Scrollbars allow the user to move the contents of the window up and down or from side to side
  • Title bars describe the name of the window.

WIMP: Icons

  • In computing, icons are small graphical symbols that represent various system elements, they depict minimized windows, and clicking an icon restores the window to full size.
  • Icons have several functions: Space saving, task management, system component representation.
  • Iconifying is reducing a window to its icon.

WIMP: Pointers

  • WIMP relies on pointing and selecting things by use of mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts.
  • Different cursor shapes distinguish modes and tell the user about system activity.

GUI Menus

  • Menus offer users a selection of operations or services in both windowing and non-windowing environments.
  • Key characteristics of menus include their structured presentation of operations as an ordered list.
  • Menu commands should be named in a clear, meaningful manner to provide informative cues to users
  • They is enhance user interaction by offering a straightforward way to access and execute system functionalities efficiently.

Type of menus

  • Main Menu is also known as the primary or top-level menu, appearing at the top, and containing essential categories like File, Edit, View, and Help.
  • Context Menu which is also called a right-click or popup menu, appears when the user right-clicks on an object.
  • Dropdown Menu appears when the user clicks on a dropdown arrow.
  • Toolbar Menu, also known as a toolbar dropdown or overflow menu, is accessed from an icon on a toolbar.

GUI: Buttons

  • Buttons are individual and isolated regions within a display that can be selected to invoke an action
  • Two kinds of buttons exist Radio buttons and check boxes.
  • Radio buttons are a set of mutually exclusive choices.
  • Check boxes are set of non-exclusive choices.

GUI: Toolbars

  • Toolbars, small icon-based buttons located at the top or side of a window, offers quick access to frequently used functions
  • There are two kinds of tool bars, Fixed Toolbars and customizable Toolbars.
  • Fixed Toolbars feature a set of predetermined functions.
  • Customizable Toolbars allow users to add, remove, or rearrange buttons to fit their workflow.

GUI: Palettes

  • Palettes are visual tools in software interfaces showing available modes and the current active mode.
  • Palettes' customization allows users to create or modify palettes from menus or toolbars , and are often displayed like tear-off menus.

GUI: Dialogue boxes

  • Dialogue boxes are essential information windows in user interfaces to alert users to important information like errors or warnings.
  • Dialogue boxes can initiate specific subdialogs between the user and system.

Interactivity and Computing

  • Involves the dynamic exchange of information and actions between users and computer systems, enhancing engagement and responsiveness in digital environments.
  • Key Aspects, Engagement, Feedback, User-Centered design and Multi-Modal Interaction.
  • Interactivity is essential in applications like websites, software interfaces, games, educational tools, and simulations, significantly enhancing functionality and usability.

Context of Interaction

  • Context of interaction is the specific circumstances and environment where users engage with digital systems
  • The context of interaction includes Environment, User Goals, System Capabilities, User Characteristics
  • Context of interaction also includes Contextual Variables, Feedback Mechanisms
  • Understanding contextual elements is essential for designing effective, user-friendly interfaces.

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