Weir Eds. Auden, W. Carroll, J. CrossRef Google Scholar. L, Kellogg, W. Interface metaphors and user interface design. In Helander, M ed. Gaver, W. Kuhn, W. Lakoff, G. Metaphors We Live By. University of Chicago Press, Chicago. MITS a. Deliverable D6, Review of Demonstrators. When developing software visualization systems, this approach presupposes creating tools that provide software engineers with an interface similar to that of computer games.
The paper [ 5 ] discusses a software visualization system based on virtual reality with the use of virtual reality. A city metaphor is the basic metaphor for this system. However, both the imagery and the method of interaction in the system strongly resemble popular computer games. Gamification in software visualization system development based on virtual reality is also mentioned in the paper [ 10 ].
An environment based on virtual reality is described, which should provide work with the structures of a program code using city metaphors and cosmic metaphors for visualization, navigation, and program code data transfer in an interactive mode. Games have been released that have demonstrated the potential of gamification for the purposes of enhancing the understanding of structural dependencies and code modularization.
Thus, everyday reality, scientific ideas, and modern computer games serve as sources for metaphors. Further, we shall look at fairy tales and science fiction, where objects with magic features are used and characters have magic abilities, as sources. Magic ideas described in fantasy novels or in literary processed folklore fairy tales are the most functional and consequently the most useful ones for our purposes.
An important issue when forming scientific and, in particular, computer metaphors is the question of where to find the source [ 11 , 12 ]. This multistage procedure provides among other things the consideration of application domains, user tasks, and user characteristics.
The issue of magic and magic features as a source for metaphors when developing interactive visual software complexes is also discussed in the paper [ 15 ] see also [ 16 ]. In [ 17 ] a number of specific examples from stage magic are presented, and application of its principles and techniques in human interface design is discussed.
The article [ 18 ] is devoted to sources of metaphor for tangible user interfaces. Authors suppose magic and paranormal phenomena could be a fruitful place to look for new metaphors for tangible user interfaces. Also, voodoo magic is considered an interesting idea for interfaces with virtual objects. In [ 19 ] Voodoo doll technique is used as a two-handed interaction technique for manipulating objects at a distance in immersive virtual environments.
Ideas for interface metaphor design, linked with magic fairy tales, fantasy, and science fiction novels, are described in a number of articles. In [ 20 ], for example, the magic metaphor of a flying carpet is mentioned, but in [ 21 ] the metaphor of a magic carpet is realized, for instance, moving in the virtual reality environment.
A magic wand is considered a manipulation metaphor to form an interface in systems with elements of virtual reality. Interesting ideas of wonder objects e. In [ 28 ] an information system using a city metaphor is described.
Here we consider fantastic magic features, selecting the samples that are fruitful for interface and visualization metaphors. Magic transport: In fairy tales and science fiction novels, one can find: Teleportation—an instant movement by means of verbal influence spell or by means of manipulations with any objects or uses of such devices as teleports. A rather slow movement by means of magic transport. A magic transfer may take place both for subjects and for animated and inanimate objects of magic.
Magic navigation means: An example is a milestone with a magic legend or a magic clew, following which one may reach Fairyland. Magic additional to normal opportunities for manipulations with objects, processes, and even natural phenomena. In some options a superpower, invincibility, etc. These manipulations and powers may be executed through spells and objective magic, as well as through the universal manipulator, a magic wand.
Magic transformations of objects : As an example, one may consider the construction of palaces by the Genie in the Arabic fairy tale or the transformation a pumpkin into the carriage for Cinderella. Similarly to magic objects, magic subjects may be set out, i. As an option—magic anthropomorphic beings, e. Magic transformations of persons : In fairy tales such transformations may be spontaneous, unexpected for the characters, or they may result from magic actions some magic spells or manipulations.
These transformations can be carried out in view of sympathetic magic i. In this case, portraits of dead people are the active objects. They may address the living characters of the novel without requests and even move from one portrait frame to another to pay visits to each other. The map continuously traces and shows the location of the person under observation.
There are many active, anthropomorphic, and speaking characters in fairy tales and in science fiction novels such as Golem, robots of K.
Capek and I. Asimov, and so on. In these magic metaphors, visual characteristics are not as important as spontaneous activity inherent to generated objects and subjects.
Spontaneous activity can be considered the means of imitating reasonable behavior. In modern computer practice, agents who are active under their own initiative frequently cause irritation. We started our research of active intellectual agents to understand what, why, and where active intellectual agents have to do. Movements of all characters without exception may be shown on the scheme, and labels will allow identification. In the context of the given ideas, it may be noted that works in this direction, on the basis of such systems as GPS, are underway and there are examples of interactive maps serving as guide advisers.
Moreover, now it is easy to develop speaking anthropomorphic avatar agents, and there are many examples of such implementations. We have decided to link the idea of active agents based on a metaphor of a speaking portrait with the expert system.
The point is that an active agent with its possibly importunate activity is authorized only in the case of teaching systems. The analysis of a user behavior may be accomplished at a syntactic level at a level of operations with a mouse and a keyboard, eye tracking, etc. The system will be like an intelligent human adviser and will not impose its opinion but provide recommendations and solutions.
Expansion of a city metaphor used in software visualization systems is suggested by means of adding active agents by inputting parameters into certain functions and methods. The agents can move around the city, determining the locations where they are used and changed and the way the process of algorithm work plays out. This way, an extended metaphor creates such additional properties as the opportunity to observe software objects inside buildings or rooms, reflecting particular entities while active agents move around the city.
In visualization systems based on virtual reality environments, there are such tasks where complex manipulations with objects are necessary, for example, pulling something out, cutting, or zooming in. However, a magic wand does not have differentiated actions and hence requires the means to change operating modes.
Systems based on this metaphor may be used, for example, to teach surgery [ 29 ]. Science fiction may be an implicit source of metaphors used to control visual objects in virtual reality environments. Thus, for instance, the paper [ 30 ] describes an environment for an experiment studying psychological states in virtual environments.
A user has to manipulate cubes to compose a given pattern. When using a special command, the cube rises over the virtual table and flies in the location set by the user. For example, the search of metaphors for movements in virtual environments may require magic transportation techniques, such as teleports and flights of various types the flying carpet, the flying ship, Roc, a winged horse. Metaphors of intellectual agents-informants may also be based on magic means of navigation.
In fairy tales and science fiction novels, one can find a lot of magic phenomena, such as magic knowledge, war magic, fulfillments of desires, telepathy and thought-reading, etc. But we do not know for sure yet, whether these features are useful for metaphor search. War magic is connected with transferring the events taking place in the magical world into reality.
One may find these ideas partially close to voodoo magic in a number of folk and literary fairy tales. Note that folk fairy tales are governed by rigorous logic of plot development and a choice of characters. By the way, in literary fairy tales and fantasy novels, this logic is also typically observed. However, implementation of interactive systems on their basis may be both complex and contradictory. Magic metaphors are frequently transformed into abstract interface opportunities, losing the appreciable connection with initial ideas.
For example, in case of a speaking portrait metaphor, the anthropopathy of an agent turned out to be unnecessary. Of course, the transmuted abstractness of metaphors is an advantage rather than a defect of their use.
In the systems created, for example, for office automation or for end-user programming, the presence of magic interface manuals may appear as a distracting or even irritating factor. Such features are well-conformed to common sense of clerks and do not demand unnecessary efforts during operations. Infringement of magic logic due to any absurd ideas or too farfetched subjective likeness may lead to serious mistakes.
Virtual reality environments were initially used for aviation and space simulation training systems. They gained widespread use in entertainment systems and computer games. They are also used in medicine and psychology for therapeutic purposes. We are interested in virtual reality as a basis for computer visualization systems development. The imagery used in virtual reality systems can be adopted from the imagery inherent to a certain computer model.
However, for software visualization, systems based on virtual reality metaphors are typically used. Such systems can benefit from or even require fairy tale features described above.
In this respect, we are interested in interface metaphors which are applied in virtual reality. The role of interface metaphor is to promote the best understanding of interaction semantics and to determine the visual representation of dialog objects and a set of user manipulations with them.
A metaphor, considered as a basis of the sign system, in turn underlies a dialog language. A user articulates the problem with the help of this language and achieves solution from the computer. The metaphor helps to describe abstraction and provide structural understanding of a new applied area but also assigns dialog [visual] language objects.
Interface metaphors may be considered a special case of scientific metaphor used for generating new or additional senses to understand new facts and phenomena.
Virtual reality is characterized by a set of specific states, above all, presence, involving a human perceiving themselves inside a virtual environment with various features. They are difficult in evaluating usability, visibility, modularity and synchronization. They provide link-specification with interface building tools. Net, etc. Software engineering is the study of designing, development and preservation of software.
It comes in contact with HCI to make the man and machine interaction more vibrant and interactive. The uni-directional movement of the waterfall model of Software Engineering shows that every phase depends on the preceding phase and not vice-versa.
However, this model is not suitable for the interactive system design. The interactive system design shows that every phase depends on each other to serve the purpose of designing and product creation. It is a continuous process as there is so much to know and users keep changing all the time. An interactive system designer should recognize this diversity. Prototyping is another type of software engineering models that can have a complete range of functionalities of the projected system.
In HCI, prototyping is a trial and partial design that helps users in testing design ideas without executing a complete system. Example of a prototype can be Sketches. Sketches of interactive design can later be produced into graphical interface.
See the following diagram. The above diagram can be considered as a Low Fidelity Prototype as it uses manual procedures like sketching in a paper. A Medium Fidelity Prototype involves some but not all procedures of the system. Finally, a Hi Fidelity Prototype simulates all the functionalities of the system in a design. This prototype requires, time, money and work force. The process of collecting feedback from users to improve the design is known as user centered design or UCD.
Graphic User Interface GUI is the interface from where a user can operate programs, applications or devices in a computer system.
This is where the icons, menus, widgets, labels exist for the users to access. It is significant that everything in the GUI is arranged in a way that is recognizable and pleasing to the eye, which shows the aesthetic sense of the GUI designer. GUI aesthetics provides a character and identity to any product.
Even multi-national companies started hiring for HCI from India as Indian designers have proven their capabilities in architectural, visual and interaction designs. Thus, Indian HCI designers are not only making a mark in the country, but also abroad. The profession has boomed in the last decade even when the usability has been there forever.
And since new products are developed frequently, the durability prognosis also looks great. As per an estimation made on usability specialists, there are mere 1, experts in India. The overall requirement is around 60, Out of all the designers working in the country, HCI designers count for approximately 2.
Let us take a known analogy that can be understood by everyone. Similarly, HCI can be considered as the film director whose job is part creative and part technical. An HCI designer have substantial understanding of all areas of designing. Several interactive devices are used for the human computer interaction. Some of them are known tools and some are recently developed or are a concept to be developed in the future.
In this chapter, we will discuss on some new and old interactive devices. The touch screen concept was prophesized decades ago, however the platform was acquired recently. Today there are many devices that use touch screen. After vigilant selection of these devices, developers customize their touch screen experiences. The cheapest and relatively easy way of manufacturing touch screens are the ones using electrodes and a voltage association.
Other than the hardware differences, software alone can bring major differences from one touch device to another, even when the same hardware is used. Along with the innovative designs and new hardware and software, touch screens are likely to grow in a big way in the future. A further development can be made by making a sync between the touch and other devices. Gesture recognition is a subject in language technology that has the objective of understanding human movement via mathematical procedures.
Hand gesture recognition is currently the field of focus. This technology is future based. This new technology magnitudes an advanced association between human and computer where no mechanical devices are used. This new interactive device might terminate the old devices like keyboards and is also heavy on new devices like touch screens.
The technology of transcribing spoken phrases into written text is Speech Recognition. Such technologies can be used in advanced control of many devices such as switching on and off the electrical appliances. Only certain commands are required to be recognized for a complete transcription. However, this cannot be beneficial for big vocabularies. This HCI device help the user in hands free movement and keep the instruction based technology up to date with the users.
A keyboard can be considered as a primitive device known to all of us today. Each key in a keyboard corresponds to a single written symbol or character. This is the most effective and ancient interactive device between man and machine that has given ideas to develop many more interactive devices as well as has made advancements in itself such as soft screen keyboards for computers and mobile phones.
Response time is the time taken by a device to respond to a request. The request can be anything from a database query to loading a web page. The response time is the sum of the service time and wait time. Transmission time becomes a part of the response time when the response has to travel over a network. This makes a busier response time. All of that increase in the response time is caused by increase in the wait time.
The wait time is due to the running of the requests and the queue of requests following it. So, it is significant that the response time of a device is faster for which advanced processors are used in modern devices.
HCI design is considered as a problem solving process that has components like planned usage, target area, resources, cost, and viability. It decides on the requirement of product similarities to balance trade-offs. Various methodologies have materialized since the inception that outline the techniques for human—computer interaction. Activity theory provides reasoning, analytical tools and interaction designs. Conceptual investigations works towards understanding the values of the investors who use technology.
Technical investigations contain the use of technologies and designs in the conceptual and empirical investigations. Participatory design process involves all stakeholders in the design process, so that the end result meets the needs they are desiring. This design is used in various areas such as software design, architecture, landscape architecture, product design, sustainability, graphic design, planning, urban design, and even medicine. Participatory design is not a style, but focus on processes and procedures of designing.
It is seen as a way of removing design accountability and origination by designers. Task analysis is the procedure to learn the users and abstract frameworks, the patterns used in workflows, and the chronological implementation of interaction with the GUI. It analyzes the ways in which the user partitions the tasks and sequence them.
Human actions that contributes to a useful objective, aiming at the system, is a task. Task analysis defines performance of users, not computers.
Hierarchical Task Analysis is the procedure of disintegrating tasks into subtasks that could be analyzed using the logical sequence for execution. This would help in achieving the goal in the best possible way. Engineering task models have flexible notations, which describes the possible activities clearly.
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