Introductory Chapter Multimedia and Inte
Introductory Chapter Multimedia and Inte
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1. Introduction
2. Interaction models
The interaction itself involves at least two parties—the user and the system. The
previously mentioned participants are complex and completely different in the way
of communication and perception of task. The interface must be a link between
them in order to have successful interaction. This transcription can fail in a great
number of cases for several reasons. The usage of interaction models can help better
understand what is happening in the interaction and to identify possible problems.
Models allow, together with developing environment, to compare the different
styles of interaction and to discuss issues of interaction as well [3].
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2.2 Ergonomics
Besides cognitive aspects of design, physical aspects are also important. Sets of
controls and display components should be grouped logically, in order to allow faster
access to the user. This is not so important when only one user is active. But, when we
take controls in power plants, aircrafts, and air traffic into consideration, it becomes
vital. In each of these cases, users are under pressure, and they are faced with a huge
range of displays and controls, so their appropriate physical appearance is significant.
The importance of a logical grouping of controls has already been mentioned,
as well as the fact that the controls should not be separated. The exact manner of
organization (which will be presented) will depend on the domain of application
itself. Possible ways of organizations can include the following things:
• Sequential controls and displays are organized to reflect the order of their
use in a typical interaction.
Apart from setting up the controls and displays, the whole interface system
should be properly distributed according to the position of the user himself. Thus,
for example, a user should be able to reach all necessary controls and to see all the
displays without excessive body movement. The most important displays should be
at eye level, and controls should be adjusted for space maneuvering. Display reflec-
tions should be avoided as well [3, 6].
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Introductory Chapter: Multimedia and Interaction
DOI: http://dx.doi.org/10.5772/intechopen.85904
Ergonomics deals with solving physical problems in the interface schedule and
arrangement and takes into account the design of work environment as well. Where
will the system be used? Who will use it? Will people sit, stand, or move around?
Again, this will depend on the domain in a great extent, and it will be critical when
it comes to specific controls and operational settings. However, the physical envi-
ronment in which the system is used can affect the health and safety of its users.
This should be taken into account in any design [2].
• Brightness. The brightness level will, again, depend on the working environ-
ment. Adequate lighting should allow users to view the computer screen
without discomfort or eyestrain. The light source should be positioned in such
a way to avoid glare.
• Noise. Excessive noise can be harmful to health, causing user’s pain, and, in
acute cases, can lead to hearing loss. The noise level should be maintained at an
appropriate level in the work environment. This does not necessarily mean that
there is no noise at all. Noise can be an incentive for users and can provide the
necessary confirmation of system activity.
• Time. The time users spend using the system should be controlled. As previ-
ously mentioned, it has been said that excessive use of CRT displays can be
harmful to users, especially for pregnant women [4, 6].
The interaction can be observed as a dialog between the user and the computer.
The choice of interface style can have a profound effect on the nature of a dialog.
There is a great number of common interface styles including:
• Menus
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• Natural language
• 3D interfaces [1, 2]
3. Interaction design
Some of the interactions between humans and computers (or machines or tech-
nology) focus on understanding, which means that the attention is paid to the way
how people interact with technology. However, a great deal of interaction between
man and computer refers to how things work and how they are created. The credits
for these features go to design [4].
In this part, attention will be paid to the interaction design or design inter-
activity. It should be borne in mind that it is not only thought about the design of
interactive systems but about interaction design itself. Thus, interaction design is
not just an artifact1 that is produced, regardless of whether it is a physical device or a
computer program. Apart from that fact, the artifacts do not give people only these
devices and programs but also guides, tutorials, and online help systems. In some
cases, it may be understood that no additional system is necessary for all elements,
but it is probably easier to propose a different way of using existing tools [3, 5, 7].
When someone is asked what design is, simple definition might be that the
design is related to the achievement of objectives within the constraints. This defini-
tion does not say everything about the design, but it helps users to focus on the
following elements:
1
The artifact is every object that is made or revised and used by a man. The artifact may be a final product
but can also be a by-product of the production process.
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Introductory Chapter: Multimedia and Interaction
DOI: http://dx.doi.org/10.5772/intechopen.85904
Here is a brief overview of the simplified view of the four major phases focused
on interaction design and interactivity, as well as supporting iteration loop:
• Design. There is a central phase when it starts from “what is desired” to “how
to do it.” There are a number of rules, guidelines, and principles of design,
which can be used as an aid in order to obtain good results.
One man cannot read and look at all the required techniques. Time is limited
and there is no link between the period of design and quality of the final design.
This means that a design should be accepted as final, even if it is not perfect; it is
often better to have a product which is acceptable, is done on time, and costs less
than to have one that has perfect interaction but was not done on time and was over
a budget. For example, if a user encounters a system that appears to be perfect, one
can be pretty sure that it is a poorly designed system; the system is poorly designed,
not because the design is bad but because a lot of effort has been spent for the design
process and designing [7, 8].
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Author details
Dragan Cvetković
Faculty of Informatics and Computing, Singidunum University, Belgrade,
Republic of Serbia
© 2019 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms
of the Creative Commons Attribution License (http://creativecommons.org/licenses/
by/3.0), which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly cited.
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Introductory Chapter: Multimedia and Interaction
DOI: http://dx.doi.org/10.5772/intechopen.85904
References