Chapter 3
Chapter 3
Chapter 3
اللقاء التاسع
من مادة تفاعل اإلنسان والحاسوب
د .عبدالرافع محمد الزاملي
In so doing, direct manipulation interfaces are assumed to enable users to feel that they
are directly controlling the digital objects represented by the computer. The three core
principles are as follows:
Continuous representation of the objects and actions of interest
Rapid reversible incremental actions with immediate feedback about the object of
interest
Physical actions and button pressing instead of issuing commands with complex syntax
According to these principles, an object on the screen remains visible while a user
performs physical actions on it, and any actions performed on it are immediately visible.
For example, a user can move a file by dragging an icon that represents it from one part
of the desktop to another. The benefits of direct manipulation include the following:
Helping beginners learn basic functionality rapidly
Enabling experienced users to work rapidly on a wide range of tasks
Allowing infrequent users to remember how to carry out operations over time •
Preventing the need for error messages, except rarely
Showing users immediately how their actions are furthering their goals
Reducing users’ experiences of anxiety
Helping users gain confidence and mastery and feel in control.
Exploring
This mode of interaction involves users moving through virtual
or physical environments. For example, users can explore
aspects of a virtual 3D environment, such as the interior of a
building. Physical environments can also be embedded with
sensing technologies that, when they detect the presence of
someone or certain body movements, respond by triggering
certain digital or physical events. The basic idea is to enable
people to explore and interact with an environment, be it
physical or digital, by exploiting their knowledge of how they
move and navigate through existing spaces.
Paradigms, Visions, Theories, Models,
and Frameworks
A paradigm refers to a general approach that has been adopted by a
community of researchers and designers for carrying out their work in terms
of shared assumptions, concepts, values, and practices.
A vision is a future scenario that frames research and development in
interaction design— often depicted in the form of a film or a narrative.
A theory is a well-substantiated explanation of some aspect of a
phenomenon; for example, the theory of information processing that
explains how the mind, or some aspect of it, is assumed to work.
A model is a simplification of some aspect of human-computer interaction
intended to make it easier for designers to predict and evaluate alternative
designs.
A framework is a set of interrelated concepts and/or Figure 3.9 Google Lens
in action, providing pop-up information about Pembroke Welsh Corgi having
recognized the image as one Source: a set of specific questions that are
intended to inform a particular domain area (for example, collaborative
learning), or an analytic method (for instance, ethnographic studies).
Paradigms
For example, there are frameworks for helping designers think about
how to conceptualize learning, working, socializing, fun, emotion, and
so on, and others that focus on how to design particular kinds of
technologies to evoke certain responses, for example, persuasive
technologies (see Chapter 6, “Emotional Interaction”). There are others
that have been specifically developed to help researchers analyze the
qualitative data they collect in a user study, such as Distributed
Cognition (Rogers, 2012). One framework, called DiCoT (Furniss and
Blandford, 2006), was developed to analyze qualitative data at the
system level, allowing researchers to understand how technologies are
used by teams of people in work or home settings. (Chapter 9, “Data
Analysis,” describes DiCoT in more detail.)