Chapter 5 Discussion with Answers
1.   Describe three principles of direct manipulation.
          a)   Continuous representations of the objects and actions of interest
               with meaningful visual metaphors
          b)   Physical actions or presses of labeled buttons, instead of complex syntax.
          c)   Rapid, incremental, reversible actions whose effects on the objects of
               interest are visible immediately.
  2.   Give four benefits of direct manipulation over command line interfaces. Also list
       four problems of direct manipulation.
          Benefits over commands:
          a) Control/display compatibility
          b) Less syntax reduces error rates
          c) Errors are more preventable
          d) Faster learning and higher retention
          e) Encourages exploration
          Problems:
          a) Increased system resources, possibly
          b) Some actions may be cumbersome
          c) Macro techniques are often weak
          d) History and other tracing may be difficult
          e) Visually impaired users may have more difficulty
  3.   Refer to the following interface:
     Name two ways you could update the above interface to support the principles of
     direct manipulation. Draw a sketch of your redesign.
          Larger buttons to match ‘finger’ interaction device
          Drag and drop medication names from a pop-up list
          Touch calendar dates on a pop-up, full-month calendar rather than pull-down
          calendar menu options
          Keyboard pop-up to enter your name
          More consistent field size and length (see examples in Chapter 6 regarding
          Form Fill-in).
          Also, make overall interface more modern (this one appears in a style guide
          matching Windows XP or 2000)
4.   Examining the success of video games can provide insight for interface
     designers. Explain what lessons can be learned by videogames for interface
     design, but also provide examples of areas where it is ineffective to do so.
          The physical actions—such as button presses, joystick motions, or knob
          rotations— produce rapid responses on the screen. There is no syntax to
          remember, and therefore there are no syntax-error messages. Error
          messages in general are rare, because the results of actions are obvious and
          can be reversed easily: If users move their spaceships too far to the left,
          they merely use the natural inverse action of moving back to the right.
          These principles, which have been shown to increase user satisfaction, could
          be applied to office automation, personal computing, or other interactive
          environments. Most games continuously display a numeric score so that
          users can measure their progress and compete with others. Many
          educational games use direct manipulation effectively. Game players are
          engaged in competition with the system or with other players, whereas
          applications- systems users prefer a strong internal locus of control, which
          gives them the sense of being in charge. Likewise, whereas game players
          seek entertainment and focus on the challenge, applications users focus on
          their tasks and may resent too many playful distractions. The random events
          that occur in most games are meant to challenge the users; in nongame
          designs, however, predictable system behavior is preferred. See Section
          5.2.5.
5.   An airline company is designing a new on-line reservation system. They want to
     add some direct-manipulation features. For example, they would like customers
     to click a map to specify the departure cities and the destinations, and to click
     on the calendar to indicate their schedules. From your point of view, list four
     benefits and four problems of the new idea compared with their old system,
     which required the customer to do the job by typing text.
        Benefits:
        a)    Learning time probably reduced, but we would need usability study
              to verify, particularly for novice users.
        b)    Intuitive interface (for those who know their geography, i.e. New York is
              in the northeast U.S. --- individuals would need to visualize where New
              York is vs. Boston (to the north) or Washington, D.C. to the south).
        c)    Encourages exploration (sense of adventure for the vacationing air
              traveler)
        d)    Less syntax
        errors Problems:
        a) Data entry errors, e.g. pointing to the wrong city for departure
           or destination
        b) Rapid reversability of errors, e.g. correcting the above wrong selection
           of city
        c) Map size would require zooming for smaller airport locations, and may
           take a while to navigate by direct manipulation
        d) Tough to see for visually
        impaired See question #2 answers
        above
6.   Compare command language interfaces to direct manipulation interfaces
     with respect to compactness, speed of performance and learnability.
             Compactness: command lines take up less screen real estate
             Speed of performance: one could argue negligible in today’s modern
             computers, however, some display refreshes of maps, etc. do take some
             delay due to internet broadband capacity (i.e. download time)
             Learnability: Direct manipulation clearly the winner here, as it maps to a
             visual paradigm, e.g. the airline map displays in the previous question.
7.   List the technologies on which successful virtual environments depend.
        a) Visual display
        b) Head-position sensing
        c) Hand-position sensing
        d) Hand-held manipulation
        e) Force feedback and haptics
        f) Sound input and output
        g) Other sensations
        h) Collaborative and competitive virtual
              environments See Section 5.6.