HCI Lesson 3 - Interaction Styles
HCI Lesson 3 - Interaction Styles
INTERACTION
HCI (human-computer interaction) is the study of how people interact with computers and to
what extent computers are or are not developed for successful interaction with human beings.
Command
Commands must be remembered, so care must be taken in choosing the commands for the
system.
Command-entry remains popular in applications where the users are experts and become very
familiar with the commands they can use, for example:
Menus
A list of options is presented to the user and the appropriate decision is selected by typing
some code or selecting the option required. Unlike command-driven systems, menus do not
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require the user to remember the item they want; they only need to recognize it. Menus favor
recognition over recall. This is often described by cognitive psychologists as favoring ‘knowledge
in the world’ over ‘knowledge in the head’. The majority of user interfaces are now designed to
make use of knowledge in the world.
Menus are used extensively in GUI systems such as Windows, and are also widely used to
provide navigation systems in web sites. Horizontally oriented menus in web pages are often
referred to as navigation bars.
FITTS’ LAW
Fitts' law is a mathematical model that predicts how long it will take to point to a target. It
takes into account where you are currently pointing relative to the target; how far the target is
and how big the target is.
Essentially, Fitts’ Law states that big targets at close distance are reached faster than small
targets at long range. Theoretically, the following principles exist when applying Fitts’ Law to
interface designs:
Things done more often should be assigned a larger button. This seems an intuitive
principle, but it needs to be used very carefully, since it harms the consistency of the
interface.
Things done more often should be closer to the average position of the user's cursor.
The top, bottom, and sides of the screen are infinitely targetable because of the
boundary created by the edges of the screen. They should be fully utilized.
There are tradeoffs when applying Fitts' Law to interface designs. Fitts' Law suggests that
interface components should be made larger and positioned closer to the average cursor
position. These suggestions may act in opposition to other factors that make an efficient
interface, such as organization and use of available screen space.
Advantages of menus
Disadvantages of menus
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Can force users through many levels of menus.
Users may get lost in menu hierarchies.
Menu terms and names may not be meaningful to users.
Form-fill
The user type the data in specific fields, similar to the fields on a paper fill-in form. Many office
and database applications use this style. Form-fill is also widely used in web pages, to obtain
feedback or to elicit customer details in transactions.
Some of the issues which should be considered when designing forms include:
Clarity of layout
Types of fields – the users should be able to tell what kinds of data are permissible in
each field.
Help text (for the form and for each field)
Automatic advancement (tabbing from field to field) – this can be very helpful as long as
it done in the correct order.
Cancel option (what does it mean in the situation)
Corrections – how can the user correct data once entered
Corresponding paper-form (for example order entry)
Pre-filled fields – it may save the user time if some fields contain commonly used initial
values
Use of list boxes to select from predetermined list of optional values.
The spreadsheet is a variation on the form-fill interaction style.
Direct Manipulation
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The visual representation usually takes the form of a metaphor related to the actual task being
performed. Well-designed direct manipulation systems tend to make the interaction enjoyable
for the users.
Examples
WIMP/GUI interfaces
• Windows
– could be scrolled, stretched, overlapped, opened, closed, and moved around the
screen using the mouse
• Icons
– represented applications, objects, commands, and tools that were opened when
clicked on
• Menus
– offering lists of options that could be scrolled through and selected
• Pointing device
– a mouse controlling the cursor as a point of entry to the windows, menus, and
icons on the screen
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When a system requires users to carry out too many steps to perform a task, only to
discover a mistake was made earlier and they need to start all over again
Metaphors convey an abstract concept in a more familiar and accessible form. A metaphor is a
figure of speech in which an expression is used to refer to something that it does not literally
denote in order to suggest a similarity. Metaphors are widely used to make use of users’
existing knowledge when learning new computer systems.
Interface metaphors are designed to be similar to a physical entity but also has own properties
e.g. desktop metaphor, search engine. They exploit user’s familiar knowledge, helping them to
understand ‘the unfamiliar’
Interface metaphors conjure up the essence of the unfamiliar activity, enabling users to
leverage of this to understand more aspects of the unfamiliar functionality. People find it
easier to learn and talk about what they are doing at the computer interface in terms familiar to
them.