Human Computer Interaction
Week 4
Human-Computer Dialogue
Introduction
Dialogue
 the process of communication 
between two or more agents
Dialogue Style
 the way users provide input 
and systems present output 
over time.
How to select a Dialogue Style
The users tasks
The users characteristics
The systems characteristics
The available input and 
output devices
Dialogue Styles
 Menu system in control
 Form Fill-in
 Direct Manipulation
 Command Language
 Natural Language user in control
Menu
 The users read a list of items, selected 
the most appropriate for their tasks, 
apply the syntax to indicate their 
selection, confirm the choice, initiate 
the action, and observe the effect
 Examples:
 Pull Down Menu
 Pop Up Menu
Menu Advantages
 Shortens Learning
 Reduces keystrokes
 Structures decision making
 Appropriate for novice or intermittent 
users
 Easy to use
 No need to remember many things
Menu Disadvantages
Danger of many menus
May slow frequent users
Consumes screen space
Menu Design Guidelines
 Make meaningful groupings
 Make meaning sequences of items in a menu
 Items should be brief and consistent
 Permit type-ahead, jump-ahead, or other short-
cuts
 Permit jumps to previous menu
 Use consistent layout and terminology
 Help facilities
 Kieger (1984) suggested: 4-8 items, 3-4 levels
Form Fill-in
 Users see a display of related fields, 
move a cursor among the fields, and 
enter data when desired
Form Fill-in
Advantages
 Simplifies data entry
 requires modest 
training
 Assistance is 
convenient
 Permits use of form 
management tools
 Appropriate for 
knowledgeable 
intermittent users or 
frequent users
Disadvantages
 Consumes screen 
space
 Often assume 
errorless performance
Form Fill-in Guidelines
 Meaningful Title / Prompt
 Comprehensive instructions
 Logical grouping and sequencing of fields
 Visual appealing layout
 Consistent terminologies & abbreviations
 Error correction for characters and fields
 Visual templates for common fields
 Help facilities
Direct Manipulation
 First coined by Shneiderman (1987) to refer 
to interfaces which include windows, icons, 
menus, and pointers (WIMP interface)
 The users interact directly with the object of 
interest on a graphics screen while the 
system provides rapid feedback to the users
Direct Manipulation
 Advantages
 Visually present 
task concept
 Easy to learn
 Easy to retain
 Errors can be 
avoided
 Encourage 
exploration
 High subjective 
satisfaction
 Disadvantages
 May be hard to 
program
 Require graphics 
display and 
pointing devices
 Power user 
constrained
 Icon: semantic 
mapping
Direct Manipulation Features (1)
 Explicit action: the user points at and manipulates 
objects on the screen
 Immediate feedback: the results of the users action 
are immediately visible (e.g. selecting an icon)
 Incremental effect: user action have an analogue / 
sequential dimension (e.g. dragging an icon)
 Intuitive interaction: interaction matches the users 
conceptual model of how the system should operate 
and the display shows pictures of familiar objects
Direct Manipulation Features (2)
 Learning by onion peeling: the complexity of the 
system is gradually revealed in layers as the user 
explores system facilities
 Reversible action: all actions can be undone by 
reversing the sequence of manipulations
 Pre-validation: only valid interactions have an effect, 
so that if the user points at an object and this makes 
no sense in terms of the current task, nothing 
happens on the display
Command Language
 Command language originate with operating 
systems
 Users issue a command and wait for the 
system to respond
 If the result is correct, the next command is 
issued
 If not, corrective action will be taken by the 
users
Command Language
 Advantages
 Flexibility
 Appeals to power
users
 Support for user 
initiative
 Convenient for 
creating over 
defined macros
 Disadvantages
 Poor error handling
 Requires 
substantial training 
and memorization
Command Language Guidelines
 Create explicit model of objects or actions
 Choose meaningful, specific, distinctive names
 Try for hierarchical structure
 Prove consistent structure
 Support for consistent abbreviation rules
 Offer infrequent users the capacity to create 
macros
 Consider command menu on high-speed 
displays
 Limit number of commands and ways to 
accomplishing a task
Natural Language
 Advantages
 Relieves burden of 
learning syntax
 Disadvantages
 Requires clarification 
dialogue
 May require more 
keystrokes
 May not show 
context
 Unpredictable
The systems responds to arbitrary natural 
language sentences and phrases
Cognitive Issues in Direct 
Manipulation
 The Gulf of Execution
 Refers to the distance between the users 
goals and the means of achieving them 
through the system.
 The Gulf of Evaluation
 Refers to the distance between the systems 
behavior and the users goals.
Bridging the gulfs
 The users can bridge the gulf of execution through 
changing the way they currently think and carry out 
the task toward the way the system requires it to be 
done.
 The designers can bridge the gulf of execution by 
designing the input characteristics to match the 
users psychological capabilities.
 The users can bridge the gulf of evaluation by 
changing their interpretation of the system image 
and evaluating it with respect to their goals.
 The designers can bridge the gulf of evaluation by 
changing the output characteristics of the system.
Expanding the notion of directness
 Semantic directness concerns the relationship 
between what the user wants to express and 
the meaning of the expressions available at the 
interface.
 Articulatory directness concerns the relation 
between the meanings of expressions and their 
physical form.
The Primary Design Principles
 Affordances
 Perceptual, Sequential, and Sound.
 Constrains
 Physical, Semantic, Cultural, and Logical.
 Mappings
 Good Mappings: appear natural and intuitive to 
the users.
 Feedback
 Sending back to the user information about 
what action has actually been done and what 
result has been accomplished.