Abstract

The latest shifts in technology have brought about new kinds of users who occasionally access unfamiliar systems in new scenarios. This way of use should not request any learning curve. There have been many attempts to help this kind of users: agents, floating help, tooltips, direct video demonstrations, etc., elements that support the appealing direct manipulation style (DM), but add indeed an extra layer of supporting material over it. In this paper, we describe an analyse goals-guided Interaction, GGI, as the basis for a different approach. We do not expect the user to understand or use a metaphor but guide them throughout the whole interaction process. This help system is integrated in the interface. The user will be closely guided on the “what to do” and on the “how to do,” always according to their current goal. This no-previous-knowledge-required way of interaction shortens significantly the learning curve. In order to support this proposal, a complete study based on user testing is performed. The results show that, for non-expert occasional users, GGI is more efficient in time and less error prone than the classic Direct Manipulation. Participants also showed a strong preference for GGI. This research offers an alternative way of interaction for designers and developers of human-centric interactive systems who have occasional users as their main target users.

Highlights

  • One of the main research areas of human–computer interaction is the study of the different ways in which users communicate or interact with the computer [1, 2]

  • We present and test goals-guided interaction (GGI), that is an alternative way of interaction especially suitable for occasional users and, in a more general way, for those users who do not want or cannot afford a learning curve

  • We present the results in the following order: first, in “Quantitative empirical measurements: time on task and number of errors” section, the quantitative performance measurements through the time on tasks and the number of errors; second, in “Subjective results from post-tests questionnaires” section, the subjective data about each interface; and, third, in “Results from the comparative questionnaire: the user preference” section, the personal preferences

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Summary

Introduction

One of the main research areas of human–computer interaction is the study of the different ways in which users communicate or interact with the computer [1, 2]. Two main approaches can be considered in order to interact with modern devices: the conversational world and the model world. The former is sequential and based on text. The latter, the model world, uses graphics and metaphors [3], like “Windows, Icons, Menus and Pointers” (WIMP), to assist the user with an asynchronous and a free management of objects on the screen. Users can see and predict the behaviour of familiar objects through metaphors. They follow their natural intuition to manipulate them, receiving immediate feedback.

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