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


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Chapter 3 The interaction 3.4 Ergonomics Page 110

Ergonomics (or human factors) is traditionally the study of the physical characteristics of the interaction: how the controls are designed, the physical environment in which the interaction takes place, and the layout and physical qualities of the screen. A primary focus is on user performance and how the interface enhances or detracts from this. In seeking to evaluate these aspects of the interaction, ergonomics will certainly also touch upon human psychology and system constraints. It is a large and established field, which is closely related to but distinct from HCI, and full coverage would demand a book in its own right. Here we consider a few of the issues addressed by ergonomics as an introduction to the field. We will briefly look at the arrangement of controls and displays, the physical environment, health issues and the use of colour. These are by no means exhaustive and are intended only to give an indication of the types of issues and problems addressed by ergonomics. For more information on ergonomic issues the reader is referred to the recommended reading list at the end of the chapter.


Chapter 3 The interaction 3.4.1 Arrangement of controls and displays Page 111

In Chapter 1 we considered perceptual and cognitive issues that affect the way we present information on a screen and provide control mechanisms to the user. However, in addition to these cognitive aspects of design, physical aspects are important. Sets of controls and parts of the display should be grouped logically to allow rapid access by the user. This may not seem so important when we are considering a single user of a spreadsheet on a PC, but it becomes vital when we turn to safety-critical applications such as plant control, aviation and air traffic control. In each of these contexts, users are under pressure and are faced with a huge range of displays and controls. Here it is crucial that the physical layout of these be appropriate. Indeed, returning to the less critical PC application, inappropriate placement of controls and displays can lead to inefficiency and frustration. For example, on one particular electronic newsreader, used by one of the authors, the command key to read articles from a newsgroup (y) is directly beside the command key to unsubscribe from a newsgroup (u) on the keyboard. This poor design frequently leads to inadvertent removal of newsgroups. Although this is recoverable it wastes time and is annoying to the user. We can therefore see that appropriate layout is important in all applications.


Chapter 3 The interaction 3.4.3 Health issues Page 114

Lighting The lighting level will again depend on the work environment. However, adequate lighting should be provided to allow users to see the computer screen without discomfort or eyestrain. The light source should also be positioned to avoid glare affecting the display.


Chapter 3 The interaction 3.5.2 Menus Page 117

In a menu-driven interface, the set of options available to the user is displayed on the screen, and selected using the mouse, or numeric or alphabetic keys. Since the options are visible they are less demanding of the user, relying on recognition rather than recall. However, menu options still need to be meaningful and logically grouped to aid recognition. Often menus are hierarchically ordered and the option required is not available at the top layer of the hierarchy. The grouping and naming of menu options then provides the only cue for the user to find the required option. Such systems either can be purely text based, with the menu options being presented as numbered choices (see Figure 3.8), or may have a graphical component in which the menu appears within a rectangular box and choices are made, perhaps by typing the initial letter of the desired selection, or by entering the associated number, or by moving around the menu with the arrow keys. This is a restricted form of a full WIMP system, described in more detail shortly.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

A more complex technique uses interfaces with 3D workspaces. The objects displayed in such systems are usually flat, but are displayed in perspective when at an angle to the viewer and shrink when they are 'further away'. Figure 3.14 shows one such system, Web-book [38]. Notice how size, light and occlusion provide a sense of distance. Notice also that as objects get further away they take up less screen space. Three-dimensional workspaces give you extra space, but in a more natural way than iconizing windows.


Chapter 3 The interaction 3.6.1 Windows Page 124

Windows are areas of the screen that behave as if they were independent terminals in their own right. A window can usually contain text or graphics, and can be moved or resized. More than one window can be on a screen at once, allowing separate tasks to be visible at the same time. Users can direct their attention to the different windows as they switch from one thread of work to another.


Chapter 3 The interaction 3.6.2 Icons Page 125

Windows can be closed and lost for ever, or they can be shrunk to some very reduced representation. A small picture is used to represent a closed window, and this representation is known as an icon. By allowing icons, many windows can be available on the screen at the same time, ready to be expanded to their full size by clicking on the icon. Shrinking a window to its icon is known as iconifying the window. When a user temporarily does not want to follow a particular thread of dialog, he can suspend that dialog by iconifying the window containing the dialog. The icon saves space on the screen and serves as a reminder to the user that he can subsequently resume the dialog by opening up the window. Figure 3.17 shows a few examples of some icons used in a typical windowing system.


Chapter 3 The interaction 3.6.3 Pointers Page 125

The pointer is an important component of the WIMP interface, since the interaction style required by WIMP relies very much on pointing and selecting things such as icons. The mouse provides an input device capable of such tasks, although joysticks and trackballs are other alternatives, as we have previously seen in Chapter 2. The user is presented with a cursor on the screen that is controlled by the input device. A variety of pointer cursors are shown in Figure 3.18.


Chapter 3 The interaction 3.6.4 Menus Page 127

The pointing device is used to indicate the desired option. As the pointer moves to the position of a menu item, the item is usually highlighted (by inverse video, or some similar strategy) to indicate that it is the potential candidate for selection. Selection usually requires some additional user action, such as pressing a button on the mouse that controls the pointer cursor on the screen or pressing some special key on the keyboard. Menus are inefficient when they have too many items, and so cascading menus are utilized, in which item selection opens up another menu adjacent to the item, allowing refinement of the selection. Several layers of cascading menus can be used.


Chapter 3 The interaction 3.6.4 Menus Page 127

The main menu can be visible to the user all the time, as a menu bar and submenus can be pulled down or across from it upon request (Figure 3.19). Menu bars are often placed at the top of the screen (for example, MacOS) or at the top of each window (for example, Windows 3.1 and Motif). However, alternatives include menu bars along one side of the screen, or even placed amongst the windows in the main 'desktop' area. Alternatively, the main menu can be hidden and upon request it will pop up onto the screen. These pop-up menus are often used to present context-sensitive options, for example allowing one to examine properties of particular on-screen objects. However, in some systems they are also used to access more global actions when the mouse is depressed over the screen background.


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