Human Computer Interaction Lecture 07. The Interaction

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Human Computer Interaction Lecture 07 The Interaction Elements of the WIMP Interface windows, icons, menus, pointers, buttons, toolbars, palettes, dialog boxes Human Computer Interaction 1

Windows Areas of the screen that behave as if they were independent can contain text or graphics can be moved or resized can overlap and obscure each other, or can be laid out next to one another (tiled) Scrollbars allow the user to move the contents of the window up and down or from side to side Title bars describe the name of the window Icons Small picture or image Represents some object in the interface often a window or action Windows can be closed down (iconified) small representation for many accessible windows Icons can be many and various highly stylized realistic representations. Arbitrary symbols should not be used. Icons should be translator. Should be combination of both above Human Computer Interaction 2

Pointers Important component WIMP style relies on pointing and selecting things Uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts Wide variety of graphical images Hot spot Menus Choice of operations or services offered on the screen Required option selected with pointer File Edit Options Font Typewriter Screen Times problem take a lot of screen space solution pop-up: menu appears when needed Human Computer Interaction 3

Types of Menus Menu Bar at top of screen (normally), menu drags down pull-down menu - mouse hold and drag down menu drop-down menu - mouse click reveals menu Contextual menu appears where you are pop-up menus - actions for selected object pie menus - arranged in a circle easier to select item (larger target area) quicker (same distance to any option) but not widely used! Pull-down Menu Human Computer Interaction 4

Drop-down Menu Pie Menu Human Computer Interaction 5

Menus cont Cascading menus hierarchical menu structure menu selection opens new menu and so on Keyboard accelerators key combinations - same effect as menu item two kinds active when menu open usually first letter active when menu closed usually Ctrl + letter usually different!!! Menus Design Issues words to use (action or description) how to group items which kind to use what to include in menus at all choice of keyboard accelerators Human Computer Interaction 6

Buttons Individual and isolated regions within a display that can be selected to invoke an action Special kinds radio buttons set of mutually exclusive choices check boxes set of non-exclusive choices Toolbars Long lines of icons but what do they do? Fast access to common actions Often customizable: choose which toolbars to see choose what options are on it Human Computer Interaction 7

Palettes and Tear-off menus Problem menu not there when you want it Solution palettes little windows of actions shown/hidden via menu option e.g. available shapes in drawing package tear-off and pin-up menus menu tears off to become palette Dialogue Boxes Information windows that pop up to inform of an important event or request information. e.g: when saving a file, a dialogue box is displayed to allow the user to specify the filename and location. Once the file is saved, the box disappears. Human Computer Interaction 8

save, save as, new, delete, open mail, send mail, quit, undo, table, glossary, preferences, character style, format paragraph, lay out document, position on page, plain text, bold text, italic text, underline, open file, close file, open copy of file, increase point size, decrease point size, change font, add footnote, cut, copy, paste, clear, repaginate, add page break, insert graphic, insert index entry, print, print preview, page setup, view page, find word, change word, go to, go back, check spelling, view index, see table of contents, count words, renumber pages, repeat edit, show alternative document, help Experience, Engagement and Fun designing experience physical engagement managing value Human Computer Interaction 9

Experience? Home, entertainment, shopping not enough that people can use a system they must want to use it! Psychology of experience flow (Csikszentimihalyi) balance between anxiety and boredom Education zone of proximal development things you can just do with help Designing experience Real crackers cheap and cheerful! joke, plastic toy, paper hat pull and bang Human Computer Interaction 10

Designing experience Virtual crackers cheap and cheerful bad joke, web toy, cut-out mask click and bang Designing experience Virtual crackers cheap and cheerful bad joke, web toy, cut-out mask click and bang Human Computer Interaction 11

How crackers work fill in web form sender To: wxv From:.. receive email recipient closed cracker page sender watches progress open message open cracker page joke links recipient clicks cracker opens... very slowly mask web toy Fluidity Do external physical aspects reflect logical effect? related to affordance (chap 5) logical state revealed in physical state? e.g. on/off buttons inverse actions inverse effects? e.g. arrow buttons Being fluid in action, some controls portray the underlying state they control, by their physical appearance e.g. switch for on/off Human Computer Interaction 12

Managing value People use something ONLY IF it has perceived value AND value exceeds cost BUT NOTE exceptions (e.g. habit) value NOT necessarily personal gain or money Weighing up value value cost helps me get my work done fun good for others download time money, $, learning effort / learning time Offer gains sooner as well as later or at least a very good demonstrations of potential future gains so that they have a perceived current value. Human Computer Interaction 13

Example HCI book search Value for people who have the book helps you to look up things chapter and page number Value for those who don t sort of online mini-encyclopaedia full paragraph of context but also says buy me!! but also says buy me!! General lesson If you want someone to do something make it easy for them! understand their values Human Computer Interaction 14