Interaction Structures Mikael Kindborg IDA, LiU

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Interaction
Structures
Mikael Kindborg
IDA, LiU
2007-03-26
mikki@ida.liu.se
www.ida.liu.se/~mikki/
Outline
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Design levels
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Visualization of part-whole
relations
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Comics and context
●
Interaction structures
Design levels
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Idea, intent, goals
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Users and usability goals
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System services
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Conceptual model
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Interaction structure
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Interaction techniques
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Presentation techniques
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Physical form
Cf. PACT Fig. 24-5 p. 600
Context
Lexivisual presentation
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The idea of lexivision was pioneered by Sven
Lidman, 1972.
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Closely related to comics!
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The technique is used in information graphics
and news graphics.
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The power of lexivisual presentation comes
from the ability to provide totality and to
communicate structure.
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The close integration of text and picture is a
key element.
Lexivisual principles
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Focus on the primary message
(place the primary object in the
centre)
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Present information in its context
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Relate details to the whole
Comics – a dynamic medium
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Panel strips represent time with space.
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Panels contain characters and contextual
signs.
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Voice bubbles are an example of contextual
signs.
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Contextual signs turn the comic into
something that happens now.
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A comic is something more than a sequence of
still images, it is a story that takes place
before the reader's eyes.
Contextual signs
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Voice balloons
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Onomatopoeic symbols (symbols
that imitate sound)
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Motion signs (e.g. speed lines)
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Emotion signs (e.g. pain stars)
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And many others ...
Contextual signs in UIs
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The mouse cursor
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Handles
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Window buttons
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Contextual popup menus
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Tool tips
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Halos
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Info bubbles
Interaction structures
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Sequential
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Hierarchical
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Network
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Zooming and panning
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Flat with menus
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Pop-up objects
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3D-worlds
Interaction techniques
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Typed commands
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Menus (includes buttons, and links,
basically anything that is clickable)
„
Static menus
„
Dynamic menus
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Forms (adds parameters to commands)
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Direct manipulation (drag, drop, size,
move, etc.)
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Natural language
Widgets
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Widget = Window Gadget
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Gadget = “an often small mechanical or
electronic device with a practical use but
often thought of as a novelty”
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Examples include: windows, dialogue boxes,
buttons, radio button, check boxes, menus,
tool bars, list boxes, text fields, scroll bars, ...
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Follow the User Interface Guidelines for your
OS!
Design experiment
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Design alternative user interfaces for an
information system about a planet.
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Try to come up with as many interaction
structures and visualisations as possible –
also use comic book techniques!
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The planet has information about places.
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Each place has a name, a picture and text that
provides information.
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How is the usability for the different designs,
e.g. the sense of overview?
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