Section 6.1 to 6.3 - Andrew T. Duchowski

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Transcript Section 6.1 to 6.3 - Andrew T. Duchowski

CHAPTER 6
BEN CARSON
SUNIL D SOUZA
RAJESH GOLLA
Section 6.1 - Introduction
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Users of systems incorporating direct
manipulation are enthusiastic
supporters
Traits of direct manipulation systems
typically include:
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Easy to learn
Competent and efficient use of the system
Enjoy using
Eager to learn more about the system
Visibility of objects and actions
6.2 – Examples
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Word Processing Systems
Spreadsheets
Spatial data management
Video games
Computer Aided Design
Office Automation
Word Processing
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Progression of word processing systems
 Line-oriented
 Full-page display editors
 WYSIWYG
Enhancements
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Inclusion of objects
Desktop publishing
Slide presentation software
Hypermedia environments
Improved macros
Spell/grammar checkers and thesauri
Documents assemblers
Enjoyment from easily designing complex documents versus
original command line editors
Spreadsheets
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Progression of spreadsheets
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Enhancements
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VisiCalc
Lotus 1-2-3
Excel
Graphics
3-D representations
Multiple sheets
Database features
Enjoyment from ease of making many tedious
calculations quickly and representing it in many
meaningful forms
Spatial Data Management
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Visual representation of a specific area of interest
 Personnel of a company
 Map with travel information
 File directories
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Enjoyment from interacting with the visual
elements of this type of system
Video Games
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PONG
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Commands are physical actions, results onscreen
Can be entertaining and/or educational
Differs from other systems behavior
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1st video game
Game systems challenge the user
Non-game systems try not to challenge the user
Enjoyment from user being challenged and
entertained
Computer Aided Design
(CAD)
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“virtually” design products and receive
quick feedback
Computer aided manufacturing
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Aids in improving already existing
processes
Enjoyment from ability to manipulate
systems directly and easily view
multiple alternatives.
Office Automation
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Uses direct manipulation principles
hardware and software has evolved to
support more and better graphics,
dropdowns, icons, etc.
Enjoyment from easier working
environment than with command line
based environments
6.3 - Explanations of Direct
Manipulation
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Nelson
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Rutkowski
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Principle of transparency
Hutches
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Principle of virtuality
Gulf of execution and evaluation
All refer to making the interface as
invisible as possible
Problems with Direct
Manipulation
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Visual representation may not be the
best way to represent a particular
problem or scenario
Must learn meaning of visuals
Can be misleading
Using a mouse can be more timeconsuming than a keyboard
Objects-Actions Interface (OAI)
model explanation of direct
manipulation
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D.M. systems usually have the following
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Users report D.M. systems to be
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Consistent and meaningful visual representations and actions
Physical actions or labeled button presses replace complex command
syntax
Quick reversible changes on objects with immediately visible results
Easy to learn
Experts are very fast and effective and can expand upon existing
functionality of the system
Easy to retain knowledge
Error messages rarely needed
Less anxiety-inducing because of ease-of-use and reversible actions
D.M. systems operate on a high-level task domain
Easy of learning and use is a result of their more intuitive interface,
compared with command syntax based environments
6.4 Visual Thinking and Icons
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Concepts of Visual language and visual
thinking- promoted by Arnheim (1972)
Computer provides remarkable visual
environment
New- WIMP
Old -inflexible and stubborn
Different people have different cognitive
styles
Issue of Icons
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An icon is an image, picture or symbol
representing a concept.
For visually oriented tasks- stay visual
by using icons
For text document- stay textual by using
textual menus
Sometimes use a “mix” of both.
ICONS or TEXT
Icons or Text – depends on
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Users
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Tasks
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Quality of the icons or tasks.
Icon specific guidelines
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Represent the object in a familiar manner.
Limit he number of icons.
Make the icon stand out from its background.
Consider 3-D icons.
Single selected icon clearly visible when surrounded by
unselected icons.
Make each icon distinctive from every other icon.
Ensure the harmoniousness of each icon as a member of family
of icons.
Design the movement animation.
Add detailed information. Ex-shading to show size of file.
Explore the use of combinations of icons.
Four levels of design
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Lexical qualities: Machine generated tasks-pixel
shape, color, brightness, blinking.
Syntactics: Appearance and movement-lines,
patterns, size, shape.
Semantics: Objects represented- concrete versus
abstract, part versus whole.
Pragmatics: overall legibility, utility, identifiable,
memorable, pleasing.
Dynamics: receptivity to clicks.
6.5 Direct Manipulation
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Performing tasks by DM- not the only
goal
Programming by DM
CHALLENGES
Five challenges of programming in the
user interface
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Access to appropriate date structures.
Sufficient computational generality.
Ease in programming and editing programs.
Simplicity in invocation and assignment of
arguments.
Low risk.
6.6 Home Automation.
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Prediction of larger market in extensive
controls in homes- but only if the user
interfaces can be made simple.
6.7 Remote Direct Manipulation
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Teleoperation/Remote Controlled
Environment
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E.g.: Home-automation, applications
underwater
TELEMEDICINE
Disadvantages
 Time Delays
 Incomplete Feedback
 Cumbersome due to multiple sensors
 Unanticipated Interferences
6.8 VIRTUAL ENVIRONMENTS
Components
 Visual display
 Head position sensing
 Hand position sensing
 Force feedback
 Sound input and output
6.9 SUMMARY
Benefits
Faster feedback
Reduced error
rates
Faster learning &
retention
Encourages
innovation
Concerns
 More resources,
possibly
 Some actions
cumbersome
 Tracing difficult?
 Difficult for visually
impaired users
6.10 RESEARCHERS AGENDA
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Better understanding of factors
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Better history keeping
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Encourage innovation in DM using
software tools