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Interaction Design with

Direct Manipulation

Lecture #4

Overview
Overview
Scope
Applications

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Concept of Direct Manipulation


Ben Shneiderman introduced the term
Direct Manipulation in (1983)
Reference:
Direct Manipulation: A Step Beyond
Programming Languages, Ben Shneiderman,
IEEE Computer, Vol. 16, No. B, August 1983, pp
57-69
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Interaction

Direct Manipulation?
Direct manipulation (DM) is a style of
human-computer interaction design which
features a natural representation of task
objects and actions promoting the notion of
people performing a task themselves
(directly) not through an intermediaries like
a computer

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Direct Manipulation by Shneiderman


It is better to quote the words from Shneiderman
(1983)
The system that best exemplify direct manipulation give us
the quality feeling that we are directly engaged with
control of the objects not with the programs, not with the
computer, but with the semantic objects of our goals and
intentions. This kind of requirement does not require an
interface of pictures, diagrams, or icons. It can be done
with words and descriptions. The key properties are that
the objects, whatever their form, have behaviors, can be
referred to by other objects, and that referring to an object
causes it to behave. The goal is to permit the user to act as
if the representation is the thing itself.
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Direct Manipulation: An Example

Driving a car
Object:
Task:
Actions:

Car
Drive the car
From driver to car

Lets consider the three scenarios


Scenario 1:
Interface with command language
Scenario 2:
With an intermediately style of interaction
Scenario 3:
With direct manipulation

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Driving a Car: Scenario 1

Driver is a good programmer


Using his palmtop /laptop computer he gives instructions to the car
START
TURN LEFT 37 DEGREES
SLOW 5
TURN RIGHT 10 DEGREES
FAST 10
FAST 20
TURN 0
STOP

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Driving a Car: Scenario 2

Driver sits in the backseat of the car giving a


stranger directions

Further, imagine the stranger possessing poor


interpersonal skills and having a limited
vocabulary

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Driving a Car: Scenario 3

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Driver himself drives the car by manipulating


the steering wheel and pedals

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Three Scenarios, Three Interaction Styles

Driver is a good programmer


Using his palmtop /laptop computer he gives instructions to the car

Scenario 1

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Require superman level mastery of interface


Usually with less competence in performing tasks
Very less joy of driving

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Three Scenarios, Three Interaction Styles

Driver sits in the backseat of the car giving a stranger directions

Scenario 2

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Driver dont have a direct view of where he is going

User has to rely on a stranger who, if they are dont


receive explicitly directions using particular phrases
in a fixed order, idles in the middle of the road or
takes him to unfamiliar places from which he does
not know the way out

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Three Scenarios, Three Interaction Styles

Driver himself drives the car by manipulating the steering wheel


and pedals

Scenario 3

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The car responds immediately to drivers actions,


and these response are immediately evident

If the driver makes a mistake, such as turning too


sharply, he can quickly recognize that and perform a
corrective measure accordingly

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Interaction Style with Direct Manipulation

The user with direct manipulation user interface has the


following benefits
1.

Mastery of the interface

2.

Competence in performing tasks

3.

Ease in learning the system originally and in assimilating advanced features

4.

Confidence in the capacity to retain mastery over time

5.

Enjoyment in using the system

6.

Eagerness to show off the system to novices

7.
8.
9.
10.
11.
12.

Desire to explore more powerful aspects of the system


Novices can learn basic functionality, usually through a demonstration by a more experienced user
Experts can work rapidly to carry out a wide range of tasks, even defining new functions and features
Knowledgeable intermittent users can retain operational concepts
Error messages are rarely needed
User can immediately see the if their actions are furthering their goals, and if the actions are counterproductive, they can simply change the
direction of their activity
Users experience less anxiety because the system is comprehensible and because actions can be reversed so easily
Users gain confidence and mastery because they are the initiators of action, they feel in control, and the system responses are predictable

13.
14.

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Interaction Style with Direct Manipulation

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Principle

Interactive systems where the user physically


interacts with their system

Fundamental

The main feature in direct manipulation is user


control

Instead of typing command and allowing the


operating system to act as a strange intermediately,
direct manipulation allows the user to feel like s/he is
in central control

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Interaction

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Shneidermans Criteria for DM

Visibility of Objects

Continuous representation of the objects of interests

Immediate Effect

Replacement of complex command-language syntax with


direct, visual manipulation of the object of interest

Visibility of Actions

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have behavior
can be referred to by other objects
referring to an object causes it to behave

Rapid, incremental, reversible operations, whose effect on the


object of interest is immediately visible

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Errors with Direct Manipulation


It is impossible to make syntax errors in direct
manipulation since any movement of the icon is legal
and have some meaning
It is frequently claimed that direct manipulation
interfaces reduce the need for error messages
As a matter of fact,
Errors frequently occurs when using direct manipulation
systems
In many cases error messages are pretty poor
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Example 1: Errors with DM


Deleting a file in Windows Explorer by
dragging its icon to the Trash icon

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Example 1: Errors with DM


Lexical level error: The file icon is dragged to
the icon representing Backup and not to the
Trash icon as intended
Why this error?
Because syntax of dragging an icon on top of
another icon has been correctly specified
This problem is due to Capture error
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Example 2: Errors with DM


Alphabetical level error: User is erroneously
specify a point on the screen which is outside
the desired region

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Example 2: Errors with DM


User has moved the document icon to a position just outside
the Trash icon
Since most of the outline icon overlaps the Trash icon, the novice user
may think that the Trash has been indicated as the destination for the
document, but in actual fact, the cursor's hot spot is outside the
Trash icon and therefore indicates another destination for the
document
The document will not be discarded but will be moved to a new
location between the Backup and Trash icons
Experienced user usually does not mislead with this type of errors
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More Problems with Direct Manipulation


Problem 1
Spatial or visual representations are not necessarily an improvement
over text
They may be too spread out
Causing off-page connectors
Tedious scrolling on displays

Direct manipulation may consume valuable screen space


Force valuable information off-screen
Requiring scrolling
Multiple actions

Graphic displays versus textual displays


A tabular textual display of 50 documents is more preferable than only 10
graphic document icons with the name abbreviated to fit the icon size
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Problems with Direct Manipulation


Problem 2
Users must learn the meaning of components of
the visual representation
A graphic icon may be meaningful to the designer, but
may require as much or more learning time than a word
Icons with title that appear when the cursor is over them
offer only a partial solution

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Problems with Direct Manipulation


Problem 3
Visual representation may be misleading
Users may grasp the analogical representation rapidly,
but then may draw incorrect conclusions about
permissible actions
Users may overestimate or underestimate the functions
of the computer-based analogy
Ample testing must be carried out to refine the displayed
objects and actions and to minimize negative side effects
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Problems with Direct Manipulation


Problem 4
For experienced typists, taking hand off the keyboard to
move a mouse or point with a finger may be slower than
typing the relevant command
If the user is familiar with a compact notation that is easy to enter
from keyboard but may be more difficult to select with mouse
The keyboard remains the more effective direct-manipulation
device for certain tasks

Choosing the right objects and actions is not necessarily an


easy task
Simple metaphors, analogies, or models with a minimal set of
concepts are a good starting point
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Programming by Direct Manipulation


Apart from performing task by DM it has better prospects
A few are listed below
Programming of physical devices
Robot programming
CAD-VLSI Design

Automatic programming
Programming with visualization
Demonstrational programming
Remote direct manipulation
Virtual reality
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Programming of Physical Devices


Allow user to program a sequence of settings and then
to replay it smoothly when required
Television, digital camera, mobile handset etc.

Robot programming
Moving the robot arm through a sequence of steps that are
later displayed, possibly at higher speed
The same can be used for generalization

CAD-VLSI design
Manipulate at the front-end and convey code to the backend tools
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Automatic Programming
Allow user to create macros by simply
performing a sequence of commands that is
stored for later use
Macros can invoke each other leading to
complex programming possibilities
Lotus 1-2-3
MS Excel etc.
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Programming with Visualization


System with visualization in several
application domains
Arithmetic systems
Polynomial evaluation
Matrix algebra
Vector analysis

Laboratory experiments in Physics, Chemistry etc.


Communication aid for motor-impaired or
physically disabled user
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Direct Manipulation Applications


Graphical User Interface
Embodied User Interface
Virtual Reality
Web Page Design
Mobile Communication
.
many more.
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Graphical User Interface (GUI)


Standard elements in GUI based direct
manipulation
Bitmapped screen
Desktop metaphor
WIMP

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Windows
Icon
Menus
Pointers

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Graphical User Interface (GUI)


Standard elements in GUI based direct manipulation
Bitmapped screen
Desktop metaphor
WIMP
Windows
Multiple windows
Tiled vs. overlapping
Reduce and restore
Move
Resize
Scroll contents

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Graphical User Interface (GUI)


Standard elements in GUI based direct manipulation
Bitmapped screen
Desktop metaphor
WIMP
Icon
Selection and activation
Move into and out of fashion
Static icon
Animated icon
Multimedia icon

Reference: Bringing Icons to Life by Baecker, Small, and Mander in SIGCHI


Conference on HCI, 1991
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Graphical User Interface (GUI)


Standard elements in GUI based direct
manipulation
Bitmapped screen
Desktop metaphor
WIMP
Menus
Pull-down (from bar or top)
Pop-up/contextual (from item)

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Graphical User Interface (GUI)


Standard elements in GUI based direct manipulation
Bitmapped screen
Desktop metaphor
WIMP
Pointers
Property sheets/dialogue boxes
Check box
Selection / radio buttons
Fill-in blanks
Pallets
Tool bars
etc.
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Graphical User Interface (GUI)


Standard elements in GUI based direct manipulation

Bitmapped screen
Desktop metaphor
WIMP
WYSIWYG
Multiple selection scopes
Characters, words, lines, spaces etc.
Move, copy, delete, insert etc.
Styles (font, size, face)
Visible on screen
Automatic layout/pagination etc.
etc

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In Other Applications
Direct manipulation is not necessarily with GUI
Other elements in direct manipulation based user interface are:
Sensors
Touch screen
Haptic sense, pressure, temperature, force etc.
Spatial inputs
3D interaction
Camera based, magnetic trackers etc.
Multi-modal inputs
Eye clicking
Facial movement
Gesture
Multimedia (video, audio, hand-written text) etc.
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Embodied User Interface (EUI)


This is an example of designing user interface beyond
GUI
In GUI, the virtual world inside the computer is
portrayed graphically on the display
In EUI, the computation is embodied in physical
devices that exist as elements in the physical worlds
EUI is applicable, particularly in portable
computational appliances like PDA, palm series of
handheld devices etc.
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EUI Design
Design natural manipulation
Hardware robustly sense and interpret manipulations

Treat the body of the device as part of the user


interface
Squeeze, shake, flick, tilt etc, may be the lexical elements in
the interface

An example: xBook
It is more than an eBook
It is just like a book but not made of papers rather is digital
It looks similar to the paper book (size, weight, usefulness) but contains more
usability
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xBook Design
Features in xBook
The xBook is portable and graspable
They must be held, touched and carried to be used

This is designed to best support a limited set of specific tasks


related to book reader
The work material are contained inside the devices
The devices embody the tasks they are designed for
The xBook casing are physically designed to make these tasks
easy and natural to do.
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xBook Design
Support from the xBook
Natural manipulation
Tightly integrating the physical body of the device with
the virtual content inside and the graphical display of
the content
By treating the body of the xBook as part of the user
interface
User scrolls through a menu by tilting the display
Zooms text by pushing/releasing/stirring
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xBook Design: Requirement


ASIC
To realize the digital devices to compute, store and
controlled by the user

Page-sized screen with XGA resolution


High-quality display so that two pages color display is
okay

Pen input
To mimic the pen, with which user would be able to
mark, underlined, annotated etc. within the book

Voice-output
Stored content can be voiced (to relief from reading the
paper line by line)
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Tasks: Design, Implementation and Evaluation

We have to identify tasks

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Turning pages
Annotating a document
Searching
Navigating
Index
etc.

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Tasks: Design, Implementation and Evaluation


We have to identify interface design
Turning pages
Allow user to navigate through multi-paged documents by
simply turning pages
Allow the user to change the display pages on the devices
in a manner to paper book
Physical manipulation in the user interface should be
compatible with the physical effect of that manipulation in
the analog task
User turns the next page with a left-to-right flick on the
upper right corner of a page and turn to the previous page
with a left-to-right flick on the upper-left corner

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Tasks: Design, Implementation and Evaluation

Implementation
Turning pages
Hardware to support these flick manipulations
detects finger pressure in the upper-left and
upper-right corners, say
Put pressure sensors on the frame of the devices
Icon on the display area with touch sensitive

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Tasks: Design, Implementation and Evaluation

Evaluation
The design should be thoroughly evaluated
with varieties of user in several context and
change can be made accordingly

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THE END

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