Dialog Design Command languages direct manipulation and WIMP
- Slides: 40
Dialog Design Command languages, direct manipulation, and WIMP
Agenda l l Project update HTA review Interaction styles Project time
What’s wrong with this? 0. In order to borrow a book from the library 1. go to the library 2. log in to library catalogue 2. 1 access the search screen 2. 2 enter search criteria 2. 3 identify required book 2. 4 note location 3. go to correct shelf and retrieve book 4. take book to checkout counter
This is a FLOW CHART Log in to catalogue Enter search words No Found? Yes Write down location Go to location Etc. etc.
Now what’s wrong? 0. In order to borrow a book from the library 1. go to the library 2. if you don’t know where the book is, find the required book 2. 1 access library catalogue 2. 2 access the search screen 2. 3 enter search criteria 2. 4 identify required book 2. 5 note location 3. go to correct shelf and retrieve book 4. check out book
What’s still missing? 0. In order to borrow a book from the library 1. go to the library 2. find the required book 2. 1 access library catalogue 2. 2 access the search screen 2. 3 enter search criteria 2. 4 identify required book 2. 5 note location 3. go to correct shelf and retrieve book 4. check out book
PLANS!! 0. In order to borrow a book from the library 1. go to the library 2. find the required book 2. 1 access library catalogue 2. 2 access the search screen 2. 3 enter search criteria 2. 4 identify required book 2. 5 note location 3. go to correct shelf and retrieve book 4. check out book Plan 0: do 1, 2, 3; repeat 2, 3, if book not found; then do 4 Plan 2: do 2. 1, 2. 2; repeat 2. 3 until found; 2. 4, 2. 5
Dialog Design l How does a user interact with the interface?
Interface types 1980 s interfaces Command WIMP/GUI 1990 s interfaces Advanced graphical (multimedia, virtual reality, information visualization) Web Speech (voice) Pen, gesture, and touch Appliance 2000 s interfaces Mobile Multimodal Shareable Tangible Augmented and mixed reality Wearable Robotic
Interaction Styles l l l 1. Command languages 2. WIMP - Window, Icon, Menu, Pointer 3. Direct manipulation 4. Speech/Natural language 5. Gesture & pen
General Issues in Interaction Style l l l l l Who is in control - user or computer Initial training required Learning time to become proficient Speed of use Generality/flexibility/power Special skills - typing Gulf of evaluation / gulf of execution Screen space required Computational resources required
Command Languages l l l Earliest UI interaction paradigm Examples: MS-DOS shell, UNIX, Linux Little or nothing is visible so… – – l Work primarily by recall, not recognition Heavy memory load Poor choice for novices but. . .
CL Advantages l Advantages for experts – Speed, conciseness % ls (hard to beat) – Can express actions beyond a limited set l – Repetition, extensibility l – – Flags, piping one command to another Scripting, macros Easier implementation, less overhead Power l Abstraction, wild cards
CL Dangers l With added power, comes added responsibility and danger – UNIX % rm -r * l Deletes every file that you have, and you can’t get them back
CL Design Goals l Consistency – Have options and arguments expressed the same way everywhere l Good naming and abbreviations l UNIX fails here because commands were developed by lots of different people at different organizations l No guidelines provided
Names and Abbreviations l Specificity versus Generality – General words l – Specific (typically better) l – l More familiar, easier to accept More descriptive, meaningful, distinctive (Nonsense does surprisingly well in small set) Abbrevs. allow for faster actions – – – Expert performance begins to be dominated by motor times such as # of keystrokes Not good idea for novices (Allow but don’t require)
General Issues - CL l l l l l Who is in control - user or computer Initial training required Learning time to become proficient Speed of use Generality/flexibility/power Special skills - typing Gulf of evaluation / gulf of execution Screen space required Computational resources required
Interaction Styles l l l 1. Command language 2. Direct manipulation 3. WIMP 4. Speech/Natural language 5. Gesture, pen, VR
Direct Manipulation Essence l Representation of reality that can be manipulated l The user is able to apply intellect directly to the task The tool itself seems to disappear l
Direct Manipulation Definition: l 1) Continuous visibility of the objects and actions of interest l 2) Rapid, reversible, incremental actions whose effect is immediately noticeable l 3) Replacement of command language syntax by direct manipulation of object of interest (physical actions, buttons, etc. ) Shneiderman ‘ 82
Direct Manipulation l Examples – – – WYSIWYG editors and word processors VISICALC - 1 st electronic spreadsheet CAD Desktop metaphor Video games
Example: Homefinder
DM Advantages l l l Easier to learn & remember, particularly for novices Flexible, easily reversible actions helps reduce anxiety in users Provides context & instant visual feedback so user can tell if objectives are being achieved Exploits human use of visual spatial cues Limits types of errors that can be made
DM Problems l l l Screen space intensive (info not all that dense) Need to learn meaning of components of visual representation Visual representation may be misleading Mouse ops may be slower than typing Not self-explanatory (no prompts) Not everything can be represented visually
DM Problems l Not good at – – – Repetition History keeping (harder) Certain tasks (Change all italics to bold) Abstract elements (variables) Macros harder
More Psychological View l l What is directness? (not always done well) Related to two things: – Distance Execution Goals System Evaluation – Engagement l Unobtrusive and responsive Hutchins, Hollan, Norman ‘ 86
General Issues - DM l l l l l Who is in control - user or computer Initial training required Learning time to become proficient Speed of use Generality/flexibility/power Special skills - typing Gulf of evaluation / gulf of execution Screen space required Computational resources required
Dialog Design l l l 1. Command language 2. Direct manipulation 3. WIMP 4. Speech/Natural language 5. Gesture, pen, VR
WIMP l Windows, Icons, Menus, Pointers – Focus: Menus, Buttons, Forms l Predominant interface paradigm now (with some direct manipulation added) l Advantages: – ?
Menus l Advantages: – – – l 1 keystroke or mouse operation vs. many No memorization of commands Limited input set Disadvantages: – – – Less direct user control - have to find correct menu / menu item Not so readily extensible Slower than keyboarding for experienced users, at least without accelerators
Menu Items l Various types: – – – l Flat Cascading Pop-up (contextual) Organization strategies – – Create groups of logically similar items Cover all possibilities Ensure that items are non-overlapping Keep wording concise, understandable
A Good Example l l l Logical grouping Visual separation of groups Disabled items “grayed out” Shortcuts shown … indicates leads to dialogue
Presentation Sequence l l Forms, dialogue boxes, menus Use natural if available – Time l – Numeric ordering l l e. g. Breakfast, Lunch, Dinner e. g. Point sizes for font Other possibilities: – – Alphabetical Group related items Frequently used first Most important first
Pointers l Allows users to specify location parameter of a command – – l Provides for some of that direct manipulation Put this file HERE Also displays system state info: – – Tracking Busy Hints Modes (text cursor vs. selection pointer)
Other WIMP issues l Windows management – – – l Icons – l How to locate, move, find Transfer information between Switch attention between Need graphic design attention Toolbars
Newer icons
Simple icons
Simple icons
General Issues - WIMP l l l l l Who is in control - user or computer Initial training required Learning time to become proficient Speed of use Generality/flexibility/power Special skills - typing Gulf of evaluation / gulf of execution Screen space required Computational resources required
Next time: Natural input l l l Universal design Take advantage of familiarity, existing knowledge Alternative input & output Multi-modal interfaces Getting “off the desktop”
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