The context of the interface Ian Ruthven University of Strathclyde interface and interaction • interaction – designing for reciprocal behaviour of person and system – largely influenced by cognitive models of behaviour – largely (I think) we often pay attention to components of interaction than whole interaction • interface – means of interaction – how interactive possibilities manifest themselves – means of understanding how to behave – largely, now, means of popularity and uptake • want to look at the interface in more detail and the possibilities that interface design offer us 2 interface and interaction • interaction – designing for reciprocal behaviour of person and system – largely influenced by cognitive models of behaviour – largely (I think) we often pay attention to components of interaction than whole interaction • interface – means of interaction – how interactive possibilities manifest themselves – means of understanding how to behave – largely, now, means of popularity and uptake • want to look at the interface in more detail and the possibilities that interface design offer us 3 models in information seeking • information seeking can be – cognitively demanding – frustrating – just plain difficult • but can also be – stimulating – fun – engaging 4 5 6 7 ‘regular’ IR 8 ‘regular’ IR 9 ‘regular’ searching • in interactive terms – no identification of individual – high prediction of output and interaction (generic and obvious interaction models) – relatively short term interaction • not always but drive to easy satisfaction – values direct interaction • emphasis on query • and verbal (textual communication) • not always suitable for complex interaction – tendency to ‘linear logic’ in interaction • e.g. documents retrieved contain query terms • structured output 10 ‘regular’ searching • ranking model very dominant – useful model for users (at least to increase efficiency) and for some search tasks – IR has constructed a lot around ranking approach •especially in evaluation – but perhaps too much •personalisation in particular •even work on implicit feedback tended to concentrate on improving rankings 11 contextual searching 12 contextual searching • in interactive terms – identification of individual • but also group (collaborative filtering) • some personalised interaction – takes time to create relationships • not just recommendations but reviewers – relatively longer term interaction • and interface support for increased engagement – values implicit interaction • emphasis on browsing • and non-verbal communication – tendency to ‘spiral logic’ in interaction 13 interface • affordances – possibilities made available (or at least perceived abilities) • also used for interfaces that suggest/encourage particular interaction • still (I think) under-investigated in IR • in IR (I think) – interactive work has laudable aim of making interaction easier cognitively • (relevance feedback, interactive query expansion, metaphors such as document piles) – but not really tackled making search more enjoyable or interesting • motivated searchers always do better – not suggesting we YouTube everything 14 persuasive interaction • interfaces that encourage (persuade) people to behave differently – either macro-persuasion (stop smoking, drive more carefully,..) or micro-persuasion (customer reviews, ‘more like this’) • many techniques, including – reduction – making complex tasks simpler (Google suggest vs interactive query expansion) – tunnelling - (leading users into a step by step process or particular strategy, e.g. dialogue models of search) • although may not be an effective strategy! • force vs persuasion – self-monitoring – giving feedback to users (e.g. Query Performance Analyser) 15 persuasive interaction • can we design interfaces that help people interact more usefully? – make interaction (that we believe to be useful) more enjoyable and likely to happen? – either •in a ‘big’ sense – whole interaction model •or in ‘small’ ways – individual interactive tasks 16 17 18 19 emotional • emotional aspects of searching still underinvestigated – not only what we do with emotions • we can recognise emotions – but how to design to help create emotions • different emotions have different effects – can help people be more creative – can help people focus • different emotions can be imaginatively used in different search situations 20 emotional design • Don Norman – visceral level of design (appearance) – behavioural level of design (pleasure and effectiveness of use) – reflective level of design (self-image, personal satisfaction, memories) • argues, in part, that objects designed to be emotionally appealing are more likely to be used • but also more likely to forgive an object that does not work well if we like it! • this is important for an area like IR – especially for more difficult tasks – and tasks that are unlikely to work every time 21 engagement • functionality is important – in IR we have tended to concentrate on functionality and effectiveness – less on usability (although interlinked with effectiveness) – still less on engagement • engagement, of course, not a substitute for effectiveness • but tendency to see IR as an intellectual challenge – O’Brien and Toms • useful language to talk about engagement • need to respond to this with new designs 22 engagement • • • • very important commercially there is a flip-side for academic researchers users do bring expectations design and perceived quality is increasingly important 23 summary • interactive IR has created some great systems • we still have many challenges – creating complex search requests – analysing complex search results • lots of very useful ‘under-the-bonnet’ work – perhaps still not quite sure what to do with it! • but need to consider excitement and pleasure of search 24