HUMAN-COMPUTER INTERACTION SECOND EDITION
Dix, Finlay, Abowd and Beale


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Chapter 2 The computer 2.8 Summary Page 101

Section 2.7 showed how processing speed, whether too slow or too fast, can affect the user interface. In particular, we discussed the effects of buffering: cursor tracking and icon wars. Processing speed is limited by various factors: computation, memory access, graphics and network delays.


Chapter 2 The computer 2.8 Summary Page 102

The lesson from this chapter is that the interface designer needs to be aware of the properties of the devices with which a system is built. This includes not only input and output devices, but all the factors which influence the behaviour of the interface, since all of these influence the nature and style of the interaction.


Chapter 2 The computer Recommended reading Page 102

D. J. Mayhew, Principles and Guidelines in Software User Interface Design, Chapter 12, Prentice Hall, 1992.


Chapter 3 The interaction Overview Page 103
The dialog between user and system is influenced by the style of the interface.

Chapter 3 The interaction 3.2 Models of interaction Page 104

In previous chapters we have seen the usefulness of models to help us to understand complex behaviour and complex systems. Interaction involves at least two participants: the user and the system. Both are complex, as we have seen, and are very different from each other in the way that they communicate and view the domain and the task. The interface must therefore effectively translate between them to allow the interaction to be successful. This translation can fail at a number of points and for a number of reasons. The use of models of interaction can help us to understand exactly what is going on in the interaction and identify the likely root of difficulties. They also provide us with a framework to compare different interaction styles and to consider interaction problems.


Chapter 3 The interaction 3.2.2 The execution--evaluation cycle Page 105

Norman's model of interaction is perhaps the most influential in Human--Computer Interaction, possibly because of its closeness to our intuitive understanding of the interaction between human user and computer [178]. The user formulates a plan of action, which is then executed at the computer interface. When the plan, or part of the plan, has been executed, the user observes the computer interface to evaluate the result of the executed plan, and to determine further actions.


Chapter 3 The interaction 3.2.2 The execution--evaluation cycle Page 106

Norman uses this model of interaction to demonstrate why some interfaces cause problems to their users. He describes these in terms of the gulfs of execution and the gulfs of evaluation. As we noted earlier, the user and the system do not use the same terms to describe the domain and goals -- remember that we called the language of the system the core language and the language of the user the task language. The gulf of execution is the difference between the user's formulation of the actions to reach the goal and the actions allowed by the system. If the actions allowed by the system correspond to those intended by the user, the interaction will be effective. The interface should therefore aim to reduce this gulf.


Chapter 3 The interaction 3.2.2 The execution--evaluation cycle Page 106

Norman's model is a useful means of understanding the interaction, in a way which is clear and intuitive. It allows other, more detailed, empirical and analytic work to be placed within a common framework. However, it only considers the system as far as the interface. It concentrates wholly on the user's view of the interaction. It does not attempt to deal with the system's communication through the interface. An extension of Norman's model, proposed by Abowd and Beale, addresses this problem [3]. This is described in the next section.


Chapter 3 The interaction 3.2.3 The interaction framework Page 106

The interaction framework attempts a more realistic description of interaction by including the system explicitly, and breaks it into four main components, as shown in Figure 3.1. The nodes represent the four major components in an interactive system -- the System, the User, the Input and the Output. Each component has its own language. In addition to the User's task language and the System's core language, which we have already introduced, there are languages for both the Input and Output components to represent those separate, though possibly overlapping, components. Input and Output together form the Interface.


Chapter 3 The interaction 3.2.3 The interaction framework Page 107

As the interface sits between the User and the System, there are four steps in the interactive cycle, each corresponding to a translation from one component to another, as shown by the labelled arcs in Figure 3.2. The User begins the interactive cycle with the formulation of a goal and a task to achieve that goal. The only way the user can manipulate the machine is through the Input, and so the task must be articulated within the input language. The input language is translated into the core language as operations to be performed by the System. The System then transforms itself as described by the operation translated from the Input; the execution phase of the cycle is complete and the evaluation phase now begins. The System is in a new state, which must now be communicated to the User. The current values of system attributes are rendered as concepts or features of the Output. It is then up to the User to observe the Output and assess the results of the interaction relative to the original goal, ending the evaluation phase and, hence, the interactive cycle. There are four main translations involved in the interaction: articulation, performance, presentation and observation.


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