INTERACTION TECNIQUES

This is a WWW page originally created by students (see other credits on this page) but now copied and stored by Steve Draper as part of the CSCLN ATOM.


There are five main categories of Interaction techniques:

1) Command Languages

e.g. UNIX, PASCAL, etc.
Relies on the user having prior knowledge of the language.

2) Function keys

No prior knowledge on the part of the user need be assumed. Each user command has one function key related to it.



3) Direct Manipulation

e.g. Scroll bar in a word processor window.



4) Form Filling

With this technique, decisions and choices may be made in any order the user wishes.
A good example of this is the 'page set-up' window displayed to the user before printing out a document



5) Menus

Menus are the most important User Interaction Technique
There are many different types of menu.
e.g. Pull-down menus Nested Menus Permanently open tools menus (E.G. Palette in drawing application)



Features of menus:

- Act by selecting alternatives
- Options are not always available
- Whilst it is possible to say that there are five distinct types of Interaction Technique it may also be said that the first four Techniques are merely extreme cases of menus.


An analysis of the design problem for input techniques.

The techniques vary along the following dimensions.

1 - Visibility is one dimension of menus.(e.g.Headers may always be visible but alternatives may not.

2 - Sequence Constraints: The user may or may not be required to work in a fixed order

a) Forms may be filled in in any order.

b) Parallel windows can be opened (e.g. Netscape and PASCAL) allowing the user to move between applications (In any order)

c) In Nested on-screen windows there are sequence constraints. (Cannot go back to previous decision.)

3 - Error potential : Interaction techniques vary in the amount of error which a user may be able to make.

a) In a simple pull down menu it may be difficult to make an error but in command line languages there are a vast number of possibilities which may lead to error.

b) This issue is not as straightforward as might appear. Errors vary not just in their frequency, but in their 'damage level'. Accidently performing an unintended function is not as severe as accidentally deleting all one's files with the infamous rm * command in UNIX!

4 - Feedback

a) The worst kind of delayed feedback can be seen when using UNIX. User types in a command and there is a long pause before any response.

b) At the other extreme, if we consider hypercard, it gives feedback before the major action is even performed.
Another example is that of printers. User must know that they entered print commands correctly before semantic feedback ( i.e. print set-up form is displayed BEFORE 'print job being done' message)

5 - Do It Signal The end of a sequence may have to be signalled by a special action. e.g. In print setup form, User must click on the 'OK' marker to specify completion. In UNIX user presses return at the end of a command line.

In Menus releasing the mouse-button completes a selection.
Looking back at input styles, styles tend to differ in whether they support new users, or experienced users. Anything causing a lot of action for one effect will slow down the experienced user but helps the new user.
Also, if there is a fully visible style, it is particularly useful for new users.

Variations in Style

It is generally possible to use any or all of the different Interaction Techniques to solve a given problem.
e.g. Setting margins on a document.
1) Command Languages: Invent a mini-language to specify margins
2) Direct Manipulation: Set tags could be used for moving margins physically
3) Form Filling: User could set absolute limits by filling in a form.
4) Menus: A list of the fixed set of alternatives could be displayed to the user.



Produced by Angus McGuire, John Abbott, Tracey Stuart and the delightful Emma Purvis.