In: Computer Science
Interaction styles are methods to communicate between users and machines through user interface. List four types of interaction styles with at least two strengths and limitations of each style. Also present one example screenshot of each interaction style
Command language
is a style in which the user can communicate with the machine. This is one of the earliest styles of machine and human communication though mainly on Linux/Unix operating systems. This "Command prompts" are used by (usually) expert users who type in commands and possibly some parameters that will affect the way the command is executed.
Strengths ;
Flexible.
Appeals to expert users.
Supports the creation of user-defined "scripts" or macros.
It is suitable for interacting with networked computers even with low bandwidth.
Weaknesses ;
The retention of commands is generally very poor.
Learnability of commands is very poor.
Error rates are high.
Error messages and assistance are hard to provide because of the diversity of possibilities plus the complexity of mapping from tasks to interface concepts and syntax.
Not suitable for non-expert users.
Form Filling
This is a method in which we can communicate with the machine through a method of fill in the blanks style. This is a method by which a user does not have to be an expert in order to communicate with the machine.
When form filling interfaces first appeared, the whole interface was form-based, unlike much of today's software that mix forms with other interaction styles
Two ways are there:
1) By terminal
2) By a form interface
Strengths ;
Simplifies data entry.
Shortens learning in that the fields are predefined and need only be 'recognized'.
Guides the user via the predefined rules.
Weaknesses ;
Consumes screen space.
Usually sets the scene for rigid formalization of the business processes.
Menu Selection
This is basically a method in which a box is displayed where a list of options is displayed in order so the user can choose one of the following options. If the labels on the menus/commands are understandable (and grouped well) users can accomplish their tasks with negligible learning or memorization as finding a command/menu item is a recognition as opposed to recall memory task (see recall versus recognition).
Strengths ;
Ideal for the novice or intermittent users.
It can appeal to expert users if display and selection mechanisms are rapid and if appropriate "shortcuts" are implemented.
Affords exploration (users can "look around" in the menus for the appropriate command, unlike having to remember the name of a command and its spelling when using command language.)
Structures decision making.
It allows easy support of error handling as the user's input
does not have to be parsed (as with command language).
Weaknesses ;
Too many menus may lead to information overload or complexity of discouraging proportions.
May be slow for frequent users.
May not be suited for small graphic displays.
Direct Manipulation
Direct manipulation is a central theme in interface design and is treated in a separate encyclopedia entry. Below, Direct manipulation is only briefly described.
the following characteristics are present in 'direct manipulation'.
Visibility of the object of interest.
Rapid, reversible, incremental actions.
Replacement of complex command language syntax by direct manipulation of the object of interest.
Strengths ;
Visually presents task concepts.
Easy to learn.
Errors can be avoided more easily.
Encourages exploration.
High subjective satisfaction.
Recognition memory (as opposed to cued or free recall
memory)
Weaknesses ;
It may be more difficult to program.
Not suitable for small graphic displays.
Spatial and visual representation is not always preferable.
Metaphors can be misleading since the “the essence of metaphor is understanding and experiencing one kind of thing in terms of another” (Lakoff and Johnson 1983: p. 5), which, by definition, makes a metaphor different from what it represents or points to.
Compact notations may better suit expert users.