Abstract

It is usually taken for granted that Direct Manipulation is the best interaction style for inexperienced or non-expert users; moreover, this style of interaction is generally considered the best for almost every situation and user. The recent shifts in technology that we all are currently experiencing have given rise to a great deal of new kinds of users performing specific tasks in a variety of scenarios. In this paper, we focus on users who access a system occasionally, infrequently, or in an unplanned way; i.e., users who do not want or cannot afford a learning curve. We show that for them, Direct Manipulation is not always the most suitable style of interaction. We assess the advantages of guiding this kind of users, in particular through the guided interaction framework known as Goal Driven Interaction. GDI can be viewed as a superset of wizards providing support far beyond a few steps through dialogs. Indeed, GDI is an interaction style with characteristics of its own. We report a complete user test that backs up previous hypotheses. The analysis of empirical data proves that GDI is more time-efficient than DM, requiring fewer moderator assistances for the users. Post-test questionnaires confirmed that participants had a strong preference for GDI.

Highlights

  • Interaction Style is a classic topic discussed in the mainstream human-computer interaction (HCI) literature, e.g. [43, 14]

  • Stasko stated: “. Graphical User Interface (GUI) and WIMP interfaces are a big step past line-oriented terminals, they still have a learning curve and they can be awkward to use”

  • This might not be surprising among unskilled users, but it is remarkable in the case of kitchen designers, who are used to more completed and sophisticated Direct Manipulation (DM) interfaces

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Summary

Introduction

Interaction Style is a classic topic discussed in the mainstream HCI literature, e.g. [43, 14]. There are two main general approaches to interact with computers: the conversational world and the model world, corresponding to sequential and freely accessible dialogues, respectively. The former includes Question and Answer dialogues, Command Line interfaces, Menu-based interaction, Form Fill-in data entry, Natural Language, etcetera; text is the primary tool for interaction between the user and the system in this model. The users see and predict the behavior of well-known objects through metaphors They follow their natural intuition to manipulate them, receiving immediate feedback: “You don’t notice the computer because you think of yourself as doing the task, not as using the computer”, Norman [35]. Stasko stated: “... GUI and WIMP interfaces are a big step past line-oriented terminals, they still have a learning curve and they can be awkward to use”

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