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Interaction: Models, Ergonomics and Styles

How the user and the system communicate, plus the physical/contextual factors that shape that interaction.


What is Interaction?

Interaction is communication: user ⇄ system. Key terminology (note: usage of these terms varies widely in the literature):

  • domain — the area of work under study (e.g. graphic design).
  • goal — what you want to achieve (e.g. create a solid red triangle).
  • task — how you go about doing it, ultimately in terms of operations/actions (e.g. select fill tool, click over triangle).

Interaction also depends on context: social, organisational, and motivational factors.


Interaction Models

Norman's Seven Stages (Execution / Evaluation Loop)

The user:

  1. establishes the goal
  2. formulates the intention
  3. specifies actions at the interface
  4. executes the action
  5. perceives the system state
  6. interprets the system state
  7. evaluates the state with respect to the goal

Two critical mismatches:

  • Gulf of Execution — the user's formulation of actions ≠ the actions the system allows.
  • Gulf of Evaluation — the user's expectation of the changed state ≠ the actual presentation of that state.

Good design minimises both gulfs (e.g. via visibility, feedback, mapping, consistency — see Ch4).

Human Error in Norman's Model

  • Slip: understands the system and goal, formulates the correct action, but executes it wrongly → better interface design can fix it (e.g. confirm destructive actions).
  • Mistake: may not even have the right goal → requires better understanding of the system (better mental models, documentation, affordances).

Abowd and Beale Framework

An extension of Norman with four parts, each with its own "language":

  U (user) ──input──▶ I ──▶ core (system / S) ──▶ O (output) ──▶ U
  • Interaction ⇒ translation between languages (user intentions → actions at interface → alterations of system state → output display → interpretation by user).
  • Problems in interaction = problems in translation.
  • A general framework, not restricted to electronic computers; allows comparative assessment of systems; an abstraction of all major components.

Ergonomics

  • The study of the physical characteristics of interaction (also called human factors, though that term can mean much of HCI).
  • Good at defining standards and guidelines that constrain design of certain aspects.
  • Examples:
    • Arrangement of controls and displays — grouped by function, by frequency of use, or sequentially.
    • Surrounding environment — seating adaptable to all user sizes.
    • Health issues — posture, environmental conditions (temperature, humidity), lighting, noise.
    • Use of colour — red for warning, green for okay; awareness of colour-blindness.
  • Office vs industrial interface: different data types (textual vs numeric), rates of change (slow vs fast), environments (clean vs dirty — "the oil-soaked mouse"). Context matters.
  • Glass interfaces (screens/keypads replacing dials/knobs):
    • Advantages: cheaper, more flexible, multiple representations, precise values.
    • Disadvantages: not physically located, loss of context, complex interfaces. → Often you need both.
  • Direct vs indirect manipulation: office = direct (user interacts with an artificial world); industrial = indirect (user interacts with the real world through the interface). Raises issues of feedback and delays (system → interface → plant → immediate feedback → instruments).

Interaction Styles

StyleNature of the dialogWhen used / notes
Command line interface (CLI)Direct expression of instructions (function keys, abbreviations, words)Repetitive tasks; expert-oriented; single-word meaningful names; e.g. Unix
MenusSet of options displayed; selection by number/letter/arrow/mouseOptions visible ⇒ relies on recognition; hierarchically grouped
Natural languageTyped or spoken NLFamiliar but vague/ambiguous; hard to do well; subset/keyword approaches
Query (Q/A, SQL)User led through questions (Q/A); or query languages (SQL)Q/A: novice but restricted; SQL: needs expertise
Form-fills / spreadsheetsScreen like a paper form; data in placeData entry/retrieval; consistency maintained (spreadsheet formula cells)
WIMP (Windows, Icons, Menus, Pointers)Default desktop styleMost interactive systems (PCs)
Point-and-clickJust click something (icons, links, map)Web, hypertext, multimedia; minimal typing
3D interfacesVR, highlighting, depth via light/occlusionPowerful but indiscriminate use is just confusing

WIMP Elements

  • Windows: areas behaving as independent; can contain text/graphics; movable/resizable; can overlap (tiled vs overlapping); scrollbars; title bars.
  • Icons: small pictures representing objects/actions (e.g. a window can be iconised); highly stylised or realistic.
  • Pointers: rely on pointing/selecting; mouse, trackpad, joystick, trackball, cursor keys, keyboard shortcuts.
  • Menus: choice of operations on screen; selected with pointer. Problem: take screen space → pop-up menus appear when needed.

Kinds of Menus

  • Menu bar (top of screen) with pull-down (hold + drag), drop-down (click reveals), fall-down (hover).
  • Contextual (appear where you are), pop-up (actions for selected object), pie/radial (circular; larger target area, quicker equal-distance reach — but not widely used).
  • Cascading hierarchical menus; keyboard accelerators (active when open = usually first letter; active when closed = usually Ctrl+letter — usually different).
  • Design questions: which kind, what to include, words (action vs description), grouping, accelerator choice.

Other WIMP Widgets

  • Buttons: isolated regions that invoke an action. Radio buttons (mutually exclusive) vs check boxes (non-exclusive) — see Ch9.
  • Toolbars: fast access to common actions; often customisable.
  • Palettes and tear-off menus: little windows of actions, shown/hidden via a menu option; "tear off" to become a palette.
  • Dialogue boxes: pop up to inform of an event or request info (e.g. save dialog). Modal vs modeless (see Ch8/Ch9).

Speech-driven Interfaces

Rapidly improving but still inaccurate. Robust dialogue uses interaction — e.g. airline booking with reliable "yes/no" plus system reflects back its understanding ("you want a ticket from New York to Boston?").


Interactivity

  • Look and feel = appearance + behaviour (e.g. MacOS vs Windows menus). Same elements, different behaviour.
  • Initiative — who has the initiative?
    • Old Q/A = computer has initiative.
    • WIMP = user has initiative.
    • Exceptions: pre-emptive parts of the interface — modal dialog boxes (come and won't go away; good for errors / essential steps, but use with care).
  • Error and repair: can't always avoid errors, but can put them right — make errors easy to detect, then easy to repair.
  • Context: interaction is strongly affected by social/organisational context — other people, desire to impress, competition, fear of failure; motivation (fear, allegiance, ambition); inadequate systems cause frustration and loss of motivation.

Physical Design and Trade-offs

  • Many constraints, often conflicting:
    • ergonomic (minimum button size)
    • physical (high-voltage switches must be big)
    • legal/safety (cooker controls placed high)
    • context/environment (easy to clean)
    • aesthetic (must look good)
    • economic (not cost too much)
  • Trade-offs are unavoidable: within a category (safety: front panel safer for adult, rear safer for child) and between categories (ergonomics vs physical — MiniDisc remote: ergonomics wants bigger controls, physical has no room ⇒ multifunction controls + reduced functionality).
  • Fluidity: do external physical aspects reflect the logical effect? Related to affordance (Ch3). Does the logical state show in the physical state (on/off buttons)? Do inverse actions produce inverse effects (arrow buttons, twist controls)?
  • Physical layout: logical relationship ~ spatial grouping. Compliant interaction: state evident in mechanical buttons / rotary knobs that reveal internal state and can be controlled by both user and machine.

Managing Value

People use something only if perceived value > cost (with exceptions like habit; value need not be personal gain or money). General lesson: if you want someone to do something, make it easy for them and understand their values. (This underlies the course project — a Booking Travel Mobile App — where perceived value, ease, and personalisation drive adoption.)


Key Takeaways

  • Interaction is communication governed by models (Norman's gulfs, Abowd & Beale's translation).
  • Style choice (CLI, WIMP, NLP, 3D…) trades expertise vs learnability, recognition vs recall, context vs flexibility.
  • Ergonomics and physical design impose real, often conflicting constraints — design is the art of the trade-off.