LECTURE 7 Objects-Actions Interface Model
LECTURE 7 Objects-Actions Interface Model
OBJECTS-ACTIONS
INTERFACE MODEL
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OVERVIEW
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OVERVIEW
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SCOPE/APPLICATION
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EXAMPLE
Syntactic knowledge:
• This is the information necessary to be maintained
and memorized by a user to be able to use a certain
system efficiently.
• For example a user of a certain programming
language can use it efficiently only when he knows
a good deal of commands and syntax specific to
this language.
• This kind of knowledge has the following
drawbacks:
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PRINCIPLES
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TASK HIERARCHIES OF OBJECTS
AND ACTIONS:
For the user:
• Hierarchical decomposition of a complex task into several
simpler tasks has been a successful way in problem solving
especially when dealing with large complex problems.
• Most real world entities and objects have this property of
being built of hierarchical simple structures.
• Similarly, intentions can be decomposed into a plan of
small action steps.
• People learn tasks, actions and objects through their
course of life while interacting with these objects and
learning about their properties, functionalities and
limitations. 18
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TASK HIERARCHIES OF OBJECTS
AND ACTIONS:
• It is easy to conclude that people learn these issues
independently from the underlying implementation
on a certain system.
• We note that a user has to be first proficient in the
task domain before using an interface to accomplish
those real-world tasks
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TASK HIERARCHIES OF OBJECTS
AND ACTIONS:
For the designer:
The following steps are recommended (Shneiderman)
in order to build correct tasks hierarchies by
designers for a system:
– 1 - Know about the users and their tasks (Interviewing
users, reading workbooks and taking training sessions)
– 2 - Generate hierarchies of tasks and objects to model
the users' tasks
– 3 - Design interface objects and actions that
metaphorically map to the real world universe 20
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INTERFACE HIERARCHIES OF OBJECTS
AND ACTIONS:
• Similar to the task domain, the interface domain
contains hierarchies of objects and tasks at different
levels
Interface Objects:
– Users interacting with a computer get to understand
some high level concepts relevant to that system. As an
example, they learn that computer stores information,
that these information are stored in files contained within
a hierarchy of directories, and that each file has its own
attributes like name, size, date, etc ...
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INTERFACE HIERARCHIES OF OBJECTS
AND ACTIONS:
Interface Actions:
– These are also hierarchies of lower levels actions.
– A high level plan to create a text file might involve
mid-level actions such as creating a file, inserting text
and saving that file.
– The mid-level action of saving a file the file can be
decomposed into lower level actions such as storing
the file with a backup copy and may be applying the
access control rights.
– Further lower level actions might involve choosing the
name of the file, the location folder to be saved in,
dealing with errors such as space shortage, and so
on...
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INTERFACE HIERARCHIES OF OBJECTS
AND ACTIONS:
For the user:
– There are several ways users learn interface objects and
actions such as demonstrations, sessions, or trial and error
sessions. When these objects and actions have logical
structure that can be related to other familiar task objects
and actions, this knowledge becomes stable in the user's
memory.
For the designer:
– The OAI model helps a designer to understand the complex
processes that a user has to perform in order to successfully
use an interface to perform a certain task.
– Designers model the interface actions and objects based on
familiar example and then fine tune these models to fit the23
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THREE ASPECTS OF MENTAL MODELS
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Designers
THE USER-NEEDS
cooperateGAP
primarily with the
paying clients
Designers often
do not know
the end- users
Paying clients
often do not
know the end-
users
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PRINCIPLE #1: KNOW YOUR USERS
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PRINCIPLE #2: INVOLVE USERS
EARLY AND CONTINUOUSLY
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WHY ARE USERS SIMILAR?
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WHY ARE USERS DIFFERENT?
• genetic differences
– gender, color of the skin, size, etc.
• family background
– traditions, social status, religion, prosperity, etc.
• peer group background
– age, interests, habits, attitudes, etc.
• society/nationality
– culture, language, habits, attitudes, laws, etc. 34
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External factors
CAUSES FOR INDIVIDUAL BEHAVIOR
family
school/education
• Internal factors peer group
– genes work environment
– physiological aspects
living environment
– psychological aspects
written laws
– cognitive experiences
– emotional experiences unwritten “laws”
taboos
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HOW DO WE PERCEIVE THE WORLD?
• Senses
– eyes
– ears
– nose
– taste
– skin
• mind & memory
• “heart”
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GET FAMILIAR WITH FEELINGS
• Exercise-4
– talk to your neighbor 3 minutes about some
emotional experiences in your life
– your neighbor has to listen carefully, and to
give feedback about his/her impression of
your actual feelings now here in this room
while you are talking
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REMEMBER THE COGNITIVE
SCIENCE VIEW
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SUMMARY