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Human Computer Interaction · Week 02

Interaction Models, Ergonomics & Styles

Domain–goal–task, Norman's 7 stages and the two gulfs, slips vs mistakes, the Abowd & Beale framework, ergonomics, direct vs indirect manipulation, and interaction styles.

ITE37526 videos · 50 min📄 Week 02 - Interaction Models, Ergonomics & Styles.pdf

▶Lecture videos

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1What is interaction?

Interaction is the communication dialogue between two or more parties. In HCI it is the back-and-forth exchange between the user and the system.

  • Between people, communication uses natural language, body language, facial gestures and emotional cues.
  • In HCI, it goes through input actions (clicks, keystrokes, touch, voice) and system outputs (displays, audio feedback, haptics).

Three dimensions of interaction

Dimension Meaning Example: online vehicle hiring
Domain (context) The real-world area under consideration Online vehicle hiring service
Goal (objective) What the user ultimately wants to achieve Hire a vehicle online for transport
Task(s) (operations) The concrete step-by-step actions to reach the goal 1. Open the app or website
2. Enter pickup, destination, passengers, time, vehicle type
3. Review options and prices
4. Confirm, or reject/modify

A back-and-forth series of interactions between user and system achieves the goal.

2Donald Norman's model — 7 stages

Norman's model looks at interaction from the user's cognitive perspective. The user is at the centre. It has two loops:

Norman's action cycle
Figure 2.1: Norman's interaction cycle: execution from goal to system, evaluation from system back to goal
Norman's cycle with the stages
Figure 2.2: The same cycle with the stages: formulate intention → specify actions → execute; perceive → interpret → evaluate against the goal

⚙️ Execution loop

How the user turns an internal goal into concrete actions and executes them on the interface.

🔍 Evaluation loop

How the user perceives the new system state, interprets the feedback and evaluates whether the goal was achieved.

# Stage AC example Loop
1 Establish the goal "Make the room cooler" —
2 Form the intention "Reduce the AC temperature" Execution
3 Specify the action sequence "Press the down-arrow button on the remote" Execution
4 Execute the action Physically press it Execution
5 Perceive the system state Hear the beep, see the display, feel cool air Evaluation
6 Interpret the system state "The display now reads 22 °C" Evaluation
7 Evaluate against the goal "Is the room cool enough now?" Evaluation
🧪 Try it — Walk Norman's action cycle

Action specification depends on the situation

Goal = cool the room, intention = adjust the AC. The specified actions change with the physical situation:

# Situation Action sequence
1 Remote within reach Pick it up and press temperature-down
2 Remote near another person Ask that person to adjust it
3 Remote across the room, you're alone Stand up, walk across, get the remote, adjust

Iterative evaluation: if the room doesn't cool (e.g. the AC is broken), evaluation fails. The user revisits the goal and forms a new intention, such as switching on the fan or moving to another room.

3The two gulfs

Norman's key insight is where interaction breaks down:

⚡ Gulf of Execution

The gap between the user's intended actions and the actions the interface actually supports.

"Does the interface give me controls to easily do what I want?"

📊 Gulf of Evaluation

The gap between the system's actual state and the user's ability to perceive and interpret it against the goal.

"Can I easily tell what state the system is in, and whether I succeeded?"

Design objective

Good UI/UX bridges both gulfs:

  • Execution gulf: narrow it with clear affordances and intuitive mapping.
  • Evaluation gulf: narrow it with immediate, informative feedback.
Everyday examples
  • Wide gulf of execution: a microwave with 20 unlabeled buttons. You know you want to "reheat 1 minute" but can't see how.
  • Wide gulf of evaluation: a file upload with no progress bar. Did it work? Is it still going?

4Human errors: slips vs mistakes

Humans make errors. There are two kinds 00:00:

⚠️ Slip (execution failure) ❌ Mistake (planning / mental failure)
Goal and plan Correct goal, correct plan Wrong goal or intention
What goes wrong The action is performed wrongly: motor error, distraction, poor ergonomics The user misunderstands the system or has a wrong mental model or lacks knowledge
Example You want channel 8, but the tiny, cramped buttons make you press 9. Or you want to lower the temperature but hit the up arrow 00:43 A user thinks the TV shows only one broadcast and doesn't know channels can be changed
Severity Easier to manage More severe 01:24
Fix Change the design: better layout, larger targets, undo, confirmation dialogs Educate the user 01:55: training, onboarding, clear status cues, documentation
One-liner

A slip = right plan, wrong execution (fix the interface). A mistake = wrong plan (fix the user's knowledge).

5The Abowd & Beale framework

To address limitations in Norman's model (which focuses only on the user), Gregory Abowd and Russell Beale proposed a 4-component framework. It treats interaction as translations between languages:

Component Language
U – User Task language (psychological)
I – Input Input language (hardware and controls)
S – System Core language (data and logic)
O – Output Output language (display and presentation)
Abowd and Beale framework
Figure 2.3: Abowd & Beale framework

The four translations

# Translation Direction Meaning Cycle
1 Articulation U → I User expresses an intention in the input language (typing, dragging) Execution
2 Performance I → S Input changes the system core's state Execution
3 Presentation S → O The state change is shown through the output language Evaluation
4 Observation O → U User perceives the output and evaluates it against the goal Evaluation
Abowd and Beale applied to a learning system
Figure 2.4: The four translations applied to a learning system for an autistic learner: what each translation must do
🧪 Try it — Animate the Abowd & Beale cycle
Novice vs experienced users 02:33

The lecturer stresses that the level of support the interface gives should depend on the user. A novice needs a lot of help in articulation and in interpreting output. An experienced user gains familiarity and can handle a more advanced interface without step-by-step guidance 03:35.

Exam focus

Compare Norman vs Abowd & Beale:

  • Norman is user-centred only: 7 stages, 2 gulfs.
  • Abowd & Beale models both user and system: 4 components (U, I, S, O) and 4 translations. Articulation + performance = execution; presentation + observation = evaluation.

6Ergonomics

Cognitive models deal with the mind. Ergonomics studies the physical characteristics of interaction 00:30: physical, environmental and physiological. It is often called human factors.

Area Concerns
🎛️ Arrangement of controls and displays Logical grouping, functional spacing, placement by frequency of use, preventing accidental actuation
🏞️ Environmental conditions Ambient lighting (glare, dark mode), noise, vibration, temperature (industrial settings)
🩺 Health and biomechanics Preventing RSI (repetitive strain injury), posture, eye fatigue, visual overload
🎨 Use of colour Colour-blind accessibility (deuteranopia/protanopia: red–green), contrast, culturally appropriate colour coding
The lecturer's point 00:58

"From today onwards, you need to know why you keep the text boxes where they are and why you keep the command buttons where they are." Designing interfaces is not simply making them look nice; it's about making them easy to work with 01:48.

  • Hot colours (red, orange) are for warnings; cool colours (blue, green) are for information.
  • Remember colour-blind users who can't separate red from green. Never rely on colour alone.
  • Web-safe colours 02:35 were a set of colours that displayed correctly on every old display (256 colours). Today displays show millions of colours, but the principle of consistent visibility still applies.

7Direct vs indirect manipulation

🖱️ Direct manipulation 🏗️ Indirect manipulation
Meaning The user acts directly on visual representations of objects in the system The user acts on a simulated interface, but the real change happens on a physical object somewhere else
Example Select a word and click Bold 00:00; drag a shape's handles to resize it A virtual painting simulator for a building: choose a wall colour on screen, and robotic painters paint the real wall 00:50

8Interaction styles

Each style trades off flexibility, ease of learning, screen space and error rate:

# Style Description Example
1 ⌨️ Command Line Interface (CLI) Typed text commands; fast expert control, low overhead bash, terminal
2 📋 Menus Predefined options; recognition rather than recall reduces memory load App menus
3 🗣️ Natural language Speech and conversational interfaces Siri, Alexa, chatbots
4 ❓ Question/answer and query Guided wizards and database queries step by step Installation wizard
5 📑 Form-fills and spreadsheets Structured input for bulk data entry and validation Registration form, Excel
6 🖥 WIMP / point-and-click Windows, Icons, Menus, Pointer; uses spatial memory Desktop OS
7 🌐 3D interfaces Spatial manipulation in VR/AR with 6-DOF tracking VR headset apps
8 👋 Kinetic and haptic Gestures, force-feedback gloves, vibration Kinect, game controllers
Recommended reading

The Design of Everyday Things by Don Norman, Chapter 2: "The Psychology of Everyday Actions".

9Quick revision sheet

Concept Remember it as
Interaction Two-way dialogue; Domain → Goal → Tasks
Norman's 7 stages Goal → Intention → Action spec → Execute → Perceive → Interpret → Evaluate
Two loops Execution (2–4), Evaluation (5–7)
Gulf of execution Intended actions vs actions allowed; fix with affordances and mapping
Gulf of evaluation System state vs the user's ability to interpret it; fix with feedback
Slip Right plan, wrong action (tiny buttons); fix the design
Mistake Wrong goal or mental model; educate the user
Abowd & Beale U-I-S-O; Articulation, Performance (execution) · Presentation, Observation (evaluation)
Ergonomics Physical side: controls, environment, health, colour
Direct / indirect Bold a word / paint a real wall via a simulator
Styles CLI · Menus · Natural language · Q&A/query · Forms · WIMP · 3D · Kinetic/haptic

?Self-check quiz

11 questions on this week. Answer them all, then press Check my answers. Your best and latest scores are saved and shown on the subject page.