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Norman’s Feedback Cycle Stages

Dr. Vivek Bhardwaj


Norman’s model of interaction

“Norman’s model of interaction (sometimes called the


execution-evaluation cycle) a notable model for HCI. It
proposes that a user first establishes a goal and then performs
actions using the system to achieve that goal.

A system then reflects the output of those actions on the


interface. A user observes the interface and evaluates if their
goal has been met. If not, a new goal is established, and the
cycle is repeated.
Norman’s model of interaction
This model of interaction is divided into seven
primary stages:
What are the seven stages of action? How can this philosophy apply to
design?

 Evaluating Behaviour With the Seven Stages of Action

 When we interact with a new object, we have two


problems to solve: “How do I use this?” and “Did that
work?” Author Don Norman calls these “the gulf of
execution” and “the gulf of evaluation.” 
The Gulf of Execution 

Refers to the process of figuring out what an object does and how to use it. This can
happen either before using the object or while trying it out. Affordances, signifiers,
and mapping are tools designers use to help users bridge this gulf.

The Gulf of Evaluation 

occurs after using an object and refers to the process of evaluating what the
device did and whether that action matched our goals. Feedback and accurate
mental models are the most helpful tools for bridging this gulf. 
Desktop metaphor

 In computing, the desktop metaphor is an 


interface metaphor which is a set of unifying concepts used
by graphical user interfaces to help users interact more
easily with the computer.
  The desktop metaphor treats the computer monitor as if it
is the top of the user's desk, upon which objects such as 
documents and folders of documents can be placed.
 A document can be opened into a window, which
represents a paper copy of the document placed on the
desktop. Small applications called desk accessories are
also available, such as a desk calculator or notepad, etc.
The computer interface is a conceptual metaphor of a writing desk.
1. Metaphors are a usability technique to simplify the
user interface design.
2. A metaphor is a figure of speech or an image that can
explain an action or object in such a way that is not
fully true but helps to understand and explain an
idea.
Advantages of Desktop Metaphor for
a good interface

1. It improves the overall usability of the system


It is user-friendly
2. Learnability improves. It means that the chance of
the individual to find out the systems and product
becomes easier.
3. It helps the users to understand the interface model
Direct Manipulation
 Direct manipulation is a style of Human Machine Interaction (HMI)
design which features a natural representation of task objects and
actions promoting the notion of people performing a task themselves
(directly) not through an intermediary like a computer.
 Virtual Reality can be viewed as a field which can draw upon the
principles of direct manipulation for Human-Computer Interaction
(HCI) design or as an example or extension of direct manipulation
itself.
 In VR, not only task objects and actions can be naturally represented,
the task environment can be naturally represented as well. With either
view, an understanding of direct manipulation principles is essential
for the successful design of human computer interfaces in virtual
environments.
Direct v. Indirect Manipulation

 Indirect Manipulation refers to the manipulation of virtual objects


by means of a proxy object or controller, like a mouse.
 An example of this is we use the mouse to move a cursor around
the screen, to pick up files and drag them to the trash.
 Direct manipulation on the other hand refers to using our bodies
to act upon virtual objects as in the use of a smartphone to press
buttons, drag items around or any other task. The key here is that
we are acting upon the object directly, not through the use of
another tool
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Examples of
Direct-Manipulation Systems
Command line vs. display editors and word processors
 Training times with display editors are much less than line editors
 Line editors are generally more flexible and powerful
 The advances of WYSIWYG word processors:
 Display a full page of text
 Display of the document in the form that it will appear when the final
printing is done
 Show cursor action
 Control cursor motion through physically obvious and intuitively natural
means
 Use of labeled icon for actions
 Display of the results of an action immediately
 Provide rapid response and display
 Offer easily reversible actions
Examples of
Direct-Manipulation Systems: WYSIWYG word processing
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 WYSIWYG, an acronym for What You See Is What You


Examples of Direct-Manipulation Systems
6-16

(cont.)

Technologies that derive from the word processor:


 Integration
 Desktop publication software
 Slide-presentation software
 Hypermedia environments
 Improved macro facilities
 Spell checker and thesaurus
 Grammar checkers
Examples of Direct-Manipulation Systems
6-17

(cont.): spreadsheet
Continuing evolution of Direct-
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Manipulation Systems
Direct-Manipulation interfaces are being used in a wide range
of applications, e.g. management dashboard for a retail
store
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Virtual and Augmented Reality

 Virtual reality breaks the physical limitations of space and allow


users to act as though they were somewhere else
 Augmented reality shows the real world with an overlay of
additional overlay
 Situational awareness shows information about the real world that
surrounds you by tracking your movements in a computer model
 Augmented reality is an important variant
 Enables users to see the real world with an overlay of
additional interaction.
6-20
Virtual and
Augmented Reality (cont.)
 Successful virtual environments depend on the smooth
integration of:
 Visual Display
 Head position sensing
 Hand-position sensing
 Force feedback
 Sound input and output
 Other sensations
 Cooperative and competitive virtual reality
what is invisible UI

 An invisible UI is when the user experience of a feature is so


intuitive that a UI isn’t really required (like Smart Guides in
Photoshop, Adobe XD and Sketch — they appear
automatically when you move a layer, to help you align it).

 The invisible user interface is a trend that has been increasingly


popular year on year with the increase of digital product
consumption and technology advancements. The more
recognisable reference would be the rise of voice interfaces and
personal assistant services
what is invisible UI

 A real life example could be automatic sliding doors.


Because the user doesn’t have to open the door by
themselves, the mistake of pushing the door when they
should be pulling is avoided. No signage required, no button
necessary, the solution is invisible (and wonderfully
intuitive!).
Gesture based video
scrubbing:
The hidden menu bar: 

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