HUMAN-COMPUTER INTERACTION
SECOND EDITION
A thread of a dialog is a coherent subset of that dialog. In the user--system dialog, we can consider a thread to be that part of the dialog that relates to a given user task. Multi-threading of the user--system dialog allows for interaction to support more than one task at a time. Concurrent multi-threading allows simultaneous communication of information pertaining to separate tasks. Interleaved multi-threading permits a temporal overlap between separate tasks but stipulates that at any given instant, the dialog is restricted to a single task.
Multi-modality of a dialog is related to multi-threading. Coutaz has characterized two dimensions of multi-modal systems [56]. First, we can consider how the separate modalities (or channels of communication) are combined to form a single input or output expression. Multiple channels may be available, but any one expression may be restricted to just one channel (keyboard or audio, for example). As an example, to open a window the user can choose between a double-click on an icon, a keyboard shortcut, or saying 'open window'. Alternatively, a single expression can be formed by a mixing of channels. Examples of such fused modality are error warnings which usually contain a textual message accompanied by an audible beep. On the input side, we could consider chord sequences of input with a keyboard and mouse (pressing the shift key while a mouse button is pressed, or saying 'drop' as you drag a file over the trash icon). We can also characterize a multi-modality dialog depending on whether it allows concurrent or interleaved use of multiple modes.
A windowing system naturally supports a multi-threaded dialog which is interleaved amongst a number of overlapping tasks. Each window can represent a different task, for example text editing in one window, file management in another, a telephone directory in another and electronic mail in yet another. A multi-modal dialog can allow for concurrent multi-threading. A very simple example can occur in the windowing system with an audible bell. You are editing a program when a beep indicates that a new electronic mail message has arrived. Even though at the level of the system the audible beep has been interleaved with your requests from the keyboard to perform edits, the overlap between the editing task and the mail message from your perspective is simultaneous.
The distinction between a process- and structure-oriented design rationale resides in what information the design rationale attempts to capture. Process-oriented design rationale is interested in recording an historically accurate description of a design team making some decision on a particular issue for the design. In this sense, process-oriented design rationale becomes an activity concurrent with the rest of the design process. Structure-oriented design rationale is less interested in preserving the historical evolution of the design. Rather, it is more interested in providing the conclusions of the design activity, so it can be done in a post hoc and reflective manner after the fact.
In fact, the CCT rules can represent more complex plans than the simple sequential hierarchies of GOMS. The continuous activity of all production rules makes it possible to represent concurrent plans. For example, one could have one set of production rules representing the goal of writing a book, and another set representing the goal of drinking tea. These rules could both be active simultaneously, thus allowing an author to drink tea whilst typing. Despite this apparent flexibility, CCT is not normally used in this way. It is not clear why this is, except that CCT, like GOMS, is aimed at low-level, proceduralized goals -- that is, the unit task. It is reasonable that successive unit tasks be chosen from different activities: the author may delete a word, have a drink, do a word search, but each time a complete unit task would be performed -- the author does not take a drink of tea in the middle of deleting a word.
This is a sort of script for the three participants to follow. It demonstrates several important features which we will see in computer dialogs. The participants must say certain things in a specific order. Some of their contributions are entirely predetermined, for instance the phrase 'I do'. However, the minister must vary some words, substituting in the names of the husband- and wife-to-be. The instructions
Diagrammatic notations are heavily used in dialog design. At their best they allow the designer to see at a glance the structure of the dialog. However, they often have trouble coping with more extensive or complex dialog structures. Sections 8.3.1--8.3.4 describe variants of state transition networks, which are the most heavily used diagrammatic notation. As part of this description several issues will be discussed which are shared by other diagrammatic and textual notations, in particular the treatment of concurrent dialogs and pre-emptive features. Sections 8.3.6--8.3.8 describe other diagrammatic notations: Harel's state charts, traditional flow diagrams and JSD diagrams.
We have seen that STNs can be very good at representing the sequential, choice and iterative parts of a dialog. Where they fail, quite dismally, is in describing a dialog consisting of several concurrent parts. Take for example a simple dialog box for
This inability of STNs to handle concurrent dialogs is particularly a problem with modern direct manipulation interfaces. These are often full of toggles, option switches, style sheets, etc., all of which can be operated independently of one another. This seriously calls into question their usefulness under these circumstances.
processed in 0.003 seconds
| |
HCI Book 3rd Edition || old HCI 2e home page || search
|
|
feedback to feedback@hcibook.com | hosted by hiraeth mixed media |
|