Instructional Module and Its Components (Guide)
Instructional Module and Its Components (Guide)
(GUIDE)
CHAPTER # 3
TITLE The Interaction
I. RATIONAL Human Computer Interaction focuses on supplying the students with
E the basic concepts of humans’ association with computers.
INSTRUCTION Read and understand the contents of the topics to be discussed in this module.
TO THE USERS You may start using this module upon instruction from your instructor or
align it with the schedule of the course outline. Closure activities and
assignments are provided in this module to test your knowledge and
understanding of the topics. For synchronous learners, your closure activities
are to be answered during the online discussion, and assignments are to be
submitted online when your instructor tells you to do so. For asynchronous
learners, you are to submit your outputs to the closure
activities, and assignments (answer all), For the evaluation assessment test,
wait for further instructions from your instructor.
PRE-TEST Direction: Read the questions carefully. Write your answers on a separate
paper.
1. Define “Interaction”.
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Chapter 1 Database System, Functions and Components of a Database Management Systems
2. What comes to your mind when you hear the word
“Ergonomic”?
II. LEARNING At the end of the chapter, students are expected to:
OBJECTIV a. Interaction models help us to understand what is going on in the
ES interaction between user and system. They address the
translations between what the user wants and what the system
does.
b. Ergonomics looks at the physical characteristics of the
interaction and how these influences its effectiveness.
III. CONTENT
The Interaction
Communication
User system
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Models Of Interaction
Terms of interaction
Norman model
Interaction framework
Note …
– traditional interaction …
– use of terms differs a lot especially task/goal !!!
domain
o defines an area of expertise and knowledge in some real-world activity. Some examples of
domains are graphic design, authoring and process control in a factory.
A domain consists of concepts that highlight its important aspects. In a graphic design
domain, some of the important concepts are geometric shapes, a drawing surface and a
drawing utensil.
Tasks are operations to manipulate the concepts of a domain.
A goal is the desired output from a performed task. For example, one task within the
graphic design domain is the construction of a specific geometric shape with particular
attributes on the drawing surface. A related goal would be to produce a solid red triangle
centered on the canvas. An intention is a specific action required to meet the goal.
Seven stages
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– executes action
– perceives system state
– interprets system state
– evaluates system state with respect to goal
The interactive cycle can be divided into two major phases: execution and evaluation.
These can then be subdivided into further stages, seven in all. The stages in Norman’s model
of interaction are as follows:
Each stage is, of course, an activity of the user. First the user forms a goal. This is the
user’s notion of what needs to be done and is framed in terms of the domain, in the task
language. It is liable to be imprecise and therefore needs to be translated into the more specific
intention, and the actual actions that will reach the goal, before it can be executed by the user.
The user perceives the new state of the system, after execution of the action sequence,
and interprets it in terms of his expectations. If the system state reflects the user’s goal then the
computer has done what he wanted and the interaction has been successful; otherwise the user
must formulate a new goal and repeat the cycle.
Norman uses a simple example of switching on a light to illustrate this cycle. Imagine
you are sitting reading as evening falls. You decide you need more light; that is you establish
the goal to get more light. From there you form an intention to switch on the desk lamp, and
you specify the actions required, to reach over and press the lamp switch. If someone else is
closer the intention may be different – you may ask them to switch on the light for you. Your
goal is the same but the intention and actions are different. When you have executed the action
you perceive the result, either the light is on or it isn’t and you interpret this, based on your
knowledge of the world. For example, if the light does not come on you may interpret this as
indicating the bulb has blown or the lamp is not plugged into the mains, and you will
formulate new goals to deal with this. If the light does come on, you will evaluate the new
state according to the original goals – is there now enough light? If so, the cycle is complete. If
not, you may formulate a new intention to switch on the main ceiling light as well.
Execution/Evaluation Loop
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user establishes the goal -This is the user’s notion of what needs to be
done and is framed in terms of the domain, in the task language.
Gulf of Execution
user’s formulation of actions
≠ actions allowed by the system
Gulf of Evaluation
user’s expectation of changed system state
≠ actual presentation of this state
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Norman uses this model of interaction to demonstrate why some interfaces cause
problems to their users. He describes these in terms of the gulfs of execution and the gulfs of
evaluation. As we noted earlier, the user and the system do not use the same terms to describe
the domain and goals – remember that we called the language of the system the core language
and the language of the user the task language. The gulf of execution is the difference between
the user’s formulation of the actions to reach the goal and the actions allowed by the system. If
the actions allowed by the system correspond to those intended by the user, the interaction will
be effective.
The interface should therefore aim to reduce this gulf. The gulf of evaluation is the
distance between the physical presentation of the system state and the expectation of the user.
If the user can readily evaluate the presentation in terms of his goal, the gulf of evaluation is
small. The more effort that is required on the part of the user to interpret the presentation, the
less effective the interaction.
– slip
mistake
Fixing things?
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goal. For example, you may think that the magnifying glass icon is the ‘find’ function, but in
fact it is to magnify the text. This is called a mistake.
If we discover that an interface is leading to errors it is important to understand
whether they are slips or mistakes. Slips may be corrected by, for instance, better screen
design, perhaps putting more space between buttons. However, mistakes need users to have a
better understanding of the systems, so will require far more radical redesign or improved
training, perhaps a totally different metaphor for use.
extension of Norman…
their interaction framework has 4 parts
– user
– input
– system
– output
each has its own unique language
Ergonomics – examples
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• Arrangement of Controls And Displays
e.g. controls grouped according to function or frequency of use, or sequentially
• Surrounding Environment
e.g. seating arrangements adaptable to cope with all sizes of user
• Health Issues
e.g. physical position, environmental conditions (temperature, humidity), lighting, noise,
• Use of Colour
e.g. use of red for warning, green for okay, awareness of colour-blindness etc.
Industrial interfaces
Office interface vs. industrial interface?
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
Glass interfaces ?
• industrial interface:
– traditional … dials and knobs
– now … screens and keypads
• glass interface
– cheaper, more flexible,
multiple representations,
precise values
– not physically located,
loss of context,
complex interfaces
• may need both
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Indirect manipulation
• office– direct manipulation
– user interacts
with artificial world
IV. SYNTHESI In this chapter, we have looked at the interaction between human and
S/ computer, and, in particular, how we can ensure that the interaction is
GENERALI effective to allow the user to get the required job done. We have seen
ZATION how we can use Norman’s execution– evaluation model, and the
interaction framework that extends it, to analyze the interaction in
terms of how easy or difficult it is for the user to express what he wants
and determine whether it has been done. We have also looked at the
role of ergonomics in interface design, in analyzing the physical
characteristics of the interaction, and we have discussed a number of
interface styles. We have considered how each of these factors can
influence the effectiveness of the interaction. Interactivity is at the
heart of all modern interfaces and is important at many levels.
Interaction between user and computer does not take place in a
vacuum, but is affected by numerous social and organizational factors.
These may be beyond the designer’s control, but awareness of them
can help to limit any negative effects on the interaction.
V. EVALUATI Students are encouraged to conduct a self-check test by doing any of
ON the following:
VI. ASSIGNME Direction: Read the questions carefully. Answer it on a separate paper.
NT /
1. What did you understand in this module?
AGREEME
NT
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REFERENCES Human-Computer Interaction: Fundamentals and Practice, Gerard
Jounghyun Kim,2015,CRC Press Taylor & Francis Group,2015
Human Computer Interaction, I. Scott MacKenzie, Elsevier 2013
Human Computer Interaction, 3rd Edition, Dix, Finlay,Abowd, et.al . Pearson
Education,2004
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