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Interacting with Visualizations
Published in Christian Tominski, Heidrun Schumann, Interactive Visual Data Analysis, 2020
Christian Tominski, Heidrun Schumann
Touch interaction has become very popular, especially for hand-held devices. By touching the visualization directly under our fingertips, also the exploration and analysis of data seems to be particularly well supported and promising. With touch interaction, direct manipulation becomes truly direct because the interaction takes place where the visualization is shown: on the display.
Designing the musician-machine interface
Published in Kirk Ross, Hunt Andy, Digital Sound Processing for Music and Multimedia, 2013
The advantage of direct manipulation systems is that beginners can explore the functionality by simply ‘trying out’ the interface, as most actions are reversible. Indeed the early ‘WIMP’ interface designs were based on these same fundamental ideas in the quest to find an interface which would suit both new and experienced users.
Interaction Design
Published in Daniel P. Jenkins, Neville A. Stanton, Paul M. Salmon, Guy H. Walker, Cognitive Work Analysis: Coping with Complexity, 2017
Daniel P. Jenkins, Neville A. Stanton, Paul M. Salmon, Guy H. Walker
Metaphoric references can be used to assist users in their development of mental models. Accurate mental models can have a significant impact on the time taken to learn how to use the product; requirements for formalised training; user satisfaction; and error rates. One common method of incorporating metaphoric references into a product is to design in a graphical representation of the previous, real world, situations that work in similar, predictable ways. This method has been used many times in the past. The ‘Windows’ graphical user interface (GUI) includes metaphoric relationships for files, folders and wastepaper bins. This interface allows the user to drag a file from one folder to another physically or to delete a file by dragging it from the folder to the wastepaper bin (which can be accessed as long as it has not been emptied). This kind of interaction is often termed ‘direct manipulation’ (Shneiderman, 1983, 1998), whereas, when using indirect manipulation more abstract commands or menus are selected, direct manipulation mimics actions in the physical worlds such as dragging, rotating and resizing. Another example of metaphoric references is used by some mobile phone manufacturers; when a text message is received, it can be seen to fly in as an envelope and open up. The reverse happens on the sending of a message where the message is folded and placed in an envelope and sent out. These analogies are metaphoric as they link back to physical representations. It is clear that there is no need for an envelope when sending the digital message; however, from the physical world users have developed a semantic link between the envelope and the sending of information. In certain cases, theses metaphoric references become so established they outlive the products they once represented. The icon used to save files in many computer applications was designed to resemble the 3.5-inch floppy disk. Whilst the icon has stood the test of time, it is now extremely uncommon to see the physical disks used. Norman (2002) advocates the use of natural mapping as a way of taking physical analogies for immediate understanding; he gives the example of moving an object up by moving the controls up. Norman goes on to discuss the difficulty in mapping subjective dimensions (such as taste, colour and location) where a plot of less and more can be much harder to map.
Commentary: extraordinary excitement empowering enhancing everyone
Published in Human–Computer Interaction, 2022
Digital cameras are a good example of design excellence that will shape future efforts. These devices display an image of what users would get if they clicked at any given moment. The image is updated smoothly as users adjust their position or zoom in. The camera makes automatic adjustments to the aperture and focus, while compensating for shaking hands and a wide range of lighting conditions. Users can choose portrait modes, panorama, or video, including slow motion and time lapse. They can set filters and after the image is taken they can adjust brightness, contrast, saturation, cropping, and red-eye elimination. These designs follow the well-established direct manipulation principles and will give users a high degree of control while also providing a high level of automation.
Providing Dual Awareness using Multimodal Cues for Collaborative Manipulation in Virtual Environments
Published in International Journal of Human–Computer Interaction, 2023
In various interaction techniques, a user manipulates a virtual object. As object manipulation technology significantly impacts the user experience of most VR applications, it is essential for a user to feel seamless interactions to avoid causing fatigue during prolonged use (de Belen et al., 2019). Direct manipulation using one’s bare hands was chosen as the most intuitive method among the various proposed techniques as it simulates interactions with real objects (LaViola et al., 2017). We considered manipulation in which users use their bare hands directly in collaborative manipulation.
Designing for “Raressential” Functions: Usage Patterns and UI Guidelines for Infrequent but Essential Tasks
Published in International Journal of Human–Computer Interaction, 2019
Another characteristic behavior of stray navigation in the TV platform was frequent jumps to the screen after pressing Back or Home button (Figure 31). Knowing that home button was a frequent resort when such labor seemed not worthy, Netflix actually associated a menu screen with the button. However, navigating the menu itself with arrow buttons was still a laborious task, which negatively affected the performance of TVT-3. As a fundamental solution, a more direct manipulation such as finger or computer-mouse type of interaction in the mobile and laptop platforms will be desired.