User Interface Software Projects
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1 User Interface Software Projects Assoc. Professor Donald J. Patterson INF 134 Winter 2012 The author of this work license copyright to it according to the Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License
2 Understanding and Conceptualizing Interaction Content derived from Rogers, Sharp and Preece
3 Interaction types Instructing issuing commands and selecting options Conversing interacting with a system as if having a conversation Manipulating interacting with objects in a virtual or physical space by manipulating them Exploring moving through a virtual environment or a physical space
4 Instructing Where users instruct a system and tell it what to do e.g. tell the time, print a file, save a file Very common conceptual model, underlying a diversity of devices and systems e.g. word processors, VCRs, vending machines Main benefit is that instructing supports quick and efficient interaction good for repetitive kinds of actions performed on multiple objects
5 Which is easier and why?
6 Which is easier and why?
7 Conversing Underlying model of having a conversation with another human Range from simple voice recognition menu-driven systems to more complex natural language dialogs Examples include timetables, search engines, advicegiving systems, help systems Also virtual agents, toys and pet robots designed to converse with you
8 Conversing
9 Pros and cons of conversational model Allows users, especially novices and technophobes, to interact with the system in a way that is familiar makes them feel comfortable, at ease and less scared Misunderstandings can arise when the system does not know how to parse what the user says User doesn t know what the system is capable of
10 Manipulating Involves dragging, selecting, opening, closing and zooming actions on virtual objects Exploit s users knowledge of how they move and manipulate in the physical world Can involve actions using physical controllers (e.g. Wii) or air gestures (e.g. Kinect) to control the movements of an on screen avatar Tagged physical objects (e.g. balls) that are manipulated in a physical world result in physical/digital events (e.g. animation)
11 Direct Manipulation Shneiderman (1983) coined the term DM, came from his fascination with computer games at the time Continuous representation of objects and actions of interest Physical actions and button pressing instead of issuing commands with complex syntax Rapid reversible actions with immediate feedback on object of interest
12 Why are DM interfaces so enjoyable? Novices can learn the basic functionality quickly Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions Intermittent users can retain operational concepts over time Error messages rarely needed Users can immediately see if their actions are furthering their goals and if not do something else Users experience less anxiety Users gain confidence and mastery and feel in control
13 What are the disadvantages with DM? Some people take the metaphor of direct manipulation too literally Not all tasks can be described by objects and not all actions can be done directly Some tasks are better achieved through delegating e.g. spell checking Can become screen space gobblers Moving a mouse around the screen can be slower than pressing function keys to do same actions
14 Exploring Involves users moving through virtual or physical environments Physical environments with embedded sensor technologies Context aware
15 Which conceptual model is best? Direct manipulation is good for doing types of tasks, e.g. designing, drawing, flying, driving, sizing windows Issuing instructions is good for repetitive tasks, e.g. spellchecking, file management Having a conversation is good for children, computerphobic, disabled users and specialised applications (e.g. phone services) Hybrid conceptual models are often employed, where different ways of carrying out the same actions is supported at the interface - but can take longer to learn
16 Conceptual models: interaction and interface Interaction type: what the user is doing when interacting with a system, e.g. instructing, talking, browsing or other Interface type: the kind of interface used to support the mode, e.g. speech, menu-based, gesture
17 Many kinds of interface types available Command Speech Data-entry Form fill-in Query Graphical Web Pen Augmented reality Gesture (for more see chapter 6)
18 Summary Important to have a good understanding of the problem space Fundamental aspect of interaction design is to develop a conceptual model Interaction modes and interface metaphors provide a structure for thinking about which kind of conceptual model to develop Interaction styles are specific kinds of interfaces that are instantiated as part of the conceptual model Paradigms, theories, models and frameworks can also shape a conceptual model
19 Interactive Paper Interfaces Content derived from Buxton, Sketching User Experiences/
20 It is a part of a participatory design process General Goal: Use rapid prototyping to explore the design space Works well with brainstorming Important that it be sketched Sketched is not just about drawing, it s also an attitude
21 Design Process What is wanted? Design Analysis Prototyping Evaluation Implement and Deploy
22 Rapid Prototyping Fail fast
23 What is paper prototyping anyway?
24 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity Quick to make (at least after some practice)
25 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity Quick to make (at least after some practice)
26 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Can be provided when needed Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
27 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Can be provided when needed Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
28 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity A sketch is cheap. High cost inhibits design (early in the process)
29 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity A sketch is cheap. High cost inhibits design (early in the process)
30 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity If you can t afford to throw it away it probably isn t a sketch. The investment is in the concept, not the art. It s value depends on its disposability.
31 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity If you can t afford to throw it away it probably isn t a sketch. The investment is in the concept, not the art. It s value depends on its disposability.
32 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity Sketched interfaces tend to work best as a series, in context with many other sketches.
33 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity Sketched interfaces tend to work best as a series, in context with many other sketches.
34 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail The way a sketch is drawn distinguishes it from other ways of rendering. The style signifies to it s viewers that it s just a sketch Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
35 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail The way a sketch is drawn distinguishes it from other ways of rendering. The style signifies to it s viewers that it s just a sketch Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
36 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity There is a fluidity to sketches that gives them a sense of openness and freedom. They are not precise like a blueprint or engineering drawing.
37 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity There is a fluidity to sketches that gives them a sense of openness and freedom. They are not precise like a blueprint or engineering drawing.
38 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail They include only what is necessary to communicate the concept. Extra detail is distracting. Going beyond good enough is a bad thing with sketching. Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
39 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail They include only what is necessary to communicate the concept. Extra detail is distracting. Going beyond good enough is a bad thing with sketching. Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
40 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity a sketch is helpful because it suggests only a level of precision that corresponds to the level of certainty in the designer s minds at the time.
41 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity a sketch is helpful because it suggests only a level of precision that corresponds to the level of certainty in the designer s minds at the time.
42 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Sketches don t tell they suggest. Their value lies not in the drawing, but in its ability to provide a catalyst to the desired and appropriate behavior, conversations, and interactions. Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
43 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Sketches don t tell they suggest. Their value lies not in the drawing, but in its ability to provide a catalyst to the desired and appropriate behavior, conversations, and interactions. Appropriate degree of refinement Suggest and explore, not confirm Ambiguity
44 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity Sketches are intentionally ambiguous. They can be interpreted in different ways. Unexpected relationships emerge from viewing them, even for the sketcher.
45 Why sketching? Quick Timely Inexpensive Disposable Plentiful Clear Vocabulary Distinct Gesture Minimal Detail Appropriate degree of refinement Suggest and explore, not confirm Ambiguity Sketches are intentionally ambiguous. They can be interpreted in different ways. Unexpected relationships emerge from viewing them, even for the sketcher.
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