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Questions and Answers
What does good interaction design primarily enhance?
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?
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?
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?
In the context of interaction, what does 'ergonomics' primarily focus on?
What is the primary purpose of a dialog box in a user interface?
What is the primary purpose of a dialog box in a user interface?
Flashcards
Usability
Usability
Good interaction design enhances the usability of a system, making it easier and more efficient for users to achieve their goals.
User Experience
User Experience
Effective interaction contributes to a positive user experience, increasing satisfaction and productivity.
Models of Interaction
Models of Interaction
Interaction models help us understand and address the complexities of user-system communication.
Domain
Domain
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Ergonomics
Ergonomics
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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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