Comparison of Common Ground Models for Human--Computer Dialogue

2021 ◽  
Vol 28 (2) ◽  
pp. 1-35
Author(s):  
Clayton D. Rothwell ◽  
Valerie L. Shalin ◽  
Griffin D. Romigh

Common ground processes [26] can improve performance in communication tasks [72, 42, 43, 24], and understanding these processes will likely benefit human--computer dialogue interfaces. However, there are multiple proposed theories with different implications for interface design. Fusaroli and Tylén [40] achieved a direct comparison by designing two models: one based on alignment theory and the other based on complementarity theory that encapsulated interpersonal synergy and audience design. The current research used these models, extending them to differentiate between interpersonal synergy and audience design. Few studies have tested multiple common ground models against tasks representative of envisioned human--computer interaction (HCI) applications. We report on four such tests, which allowed examination of generalizability of findings. Results supported the complementarity models over the alignment model, and were suggestive of the audience design variant of complementarity, providing guidance for HCI design that differs from contemporary approaches.

Author(s):  
Roger Gacula Pineda

The concept of interaction is foundational in technology interface design with its presuppositions being taken for granted. But the interaction metaphor has become ambiguous to the extent that its application to interface design contributes to misalignments between peoples' expected and actual experience with computer-enhanced actions. This chapter re-examines the presuppositions governing human-computer interaction with the motivation of strengthening weaknesses in their foundational concepts, and contributing a theoretical framework to designing for artistic as well as mundane experience. It argues for abandoning the interaction metaphor to refocus design discourse toward the intermediation and mediation roles of technology interfaces. Remediation (i.e., representation of one medium in another) is proposed as a conceptual model that more precisely describes the human-to-computer actions.


2008 ◽  
pp. 465-471
Author(s):  
E. M. Alkhalifa

The rich contributions made in the field of human computer interaction (HCI) have played a pivotal role in shifting the attention of the industry to the interaction between users and computers (Myers, 1998). However, technologies that include hypertext, multimedia, and manipulation of graphical objects were designed and presented to the users without referring to critical findings made in the field of cognitive psychology. These findings allow designers of multimedia educational systems to present knowledge in a fashion that would optimize learning.


1995 ◽  
Vol 8 (1) ◽  
pp. 36-47
Author(s):  
Paul Stiff

This article begins by describing a recent argument in print about interface design in human-computer interaction. The argument was provoked by published illustrations of some prototypes of dialogue boxes. It was about the methods used in designing for 'culturally diverse' users, about testing and intuition, usability and style, and about the undeclared assumptions and biases of designers. The account of the argument is followed by a commentary which raises questions about the positions taken by both sides; some of these questions have already arisen in the design of print 'interfaces'. The article concludes by pointing to wider questions which arise in designing for cultural diversity - questions which come up against the limits of designing.


Author(s):  
John Neumann ◽  
Jennifer M. Ross ◽  
Peter Terrence ◽  
Mustapha Mouloua

This report looks at the research trends over the years 1989 — 2004 as published in the International Journal of Human Computer Interaction (HCI). Over this time period, there has been a concerned focus by scholars and practitioners to bring issues such as interface design, usability engineering, human information processing, and user-centric system development into the mainstream consciousness of engineers and developers. Our research aims to provide information to both scholars and developers on the past and current trends in the growing field of HCI. Using the PsycINFO journal database, we compiled an extensive Excel workbook containing relevant information on all the articles appearing in the journal since its inception. We were then able to classify each document using the ACM SIGCHI taxonomy, developed by Hewett, et al. This taxonomy permits classification of articles based on six factors, within one of 17 possible categories. Several other dimensions were examined including year & period of publication (1989–1993; 1994–1999; 2000–2004), author affiliation, geographic location, number of empirical studies per paper, and average sample size per study. We also reported the classifications of each article as reported by PsycINFO. Besides noting the clear growth in the total number of articles published each period, our results indicate that the field of Human Computer Interaction has seen changes in research focus. Current trends point to an increase in research focusing on developmental processes, usability evaluation methods, human communication and interaction, and applications. Another trend shows a notable decrease in empirical studies using human participants over the 15-year period.


Author(s):  
Robert J. K. Jacob

The problem of human-computer interaction can be viewed as two powerful information processors (human and computer) attempting to communicate with each other via a narrow-bandwidth, highly constrained interface (Tufte, 1989). To address it, we seek faster, more natural, and more convenient means for users and computers to exchange information. The user’s side is constrained by the nature of human communication organs and abilities; the computer’s is constrained only by input/output devices and interaction techniques that we can invent. Current technology has been stronger in the computer-to-user direction than the user-to-computer, hence today’s user-computer dialogues are rather one-sided, with the bandwidth from the computer to the user far greater than that from user to computer. Using eye movements as a user-to-computer communication medium can help redress this imbalance. This chapter describes the relevant characteristics of the human eye, eye-tracking technology, how to design interaction techniques that incorporate eye movements into the user-computer dialogue in a convenient and natural way, and the relationship between eye-movement interfaces and virtual environments. As with other areas of research and design in human-computer interaction, it is helpful to build on the equipment and skills humans have acquired through evolution and experience and search for ways to apply them to communicating with a computer. Direct manipulation interfaces have enjoyed great success largely because they draw on analogies to existing human skills (pointing, grabbing, moving objects in space), rather than trained behaviors. Similarly, we try to make use of natural eye movements in designing interaction techniques for the eye. Because eye movements are so different from conventional computer inputs, our overall approach in designing interaction techniques is, wherever possible, to obtain information from a user’s natural eye movements while viewing the screen, rather than requiring the user to make specific trained eye movements to actuate the system. This requires careful attention to issues of human design, as will any successful work in virtual environments. The goal is for human-computer interaction to start with studies of the characteristics of human communication channels and skills and then develop devices, interaction techniques, and interfaces that communicate effectively to and from those channels.


2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Xin Liu ◽  
Zheng Liu ◽  
Peng-qing Chen ◽  
Zi-yu Xie ◽  
Bin-jun Lai ◽  
...  

In the process of machining, the operator’s incorrect operation using the control human-computer interaction interface may lead to a disastrous effect on the whole production chain such as task failure and system failure. The eight types of using errors about human-computer interaction interface system (misperception, memory lapse, carelessness, improper decision-making, improper operation, improper interface layout design, improper icon and text display design, and improper prompt feedback) are proposed based on the cognition from users. According to the eight types of using error, the human reliability and safety evaluation method is proposed. Considering the variability objective and uncertainty subjective factors in the human-machine interaction process, the human reliability evaluation method is proposed based on objective and subjective comprehensive weighting under ergonomic principles. Firstly, based on the investigation of relevant machine tool interface design, the comprehensive evaluation index system for man-machine reliability of complex interface design is established. Secondly, an objective and subjective comprehensive weight assignment method as the composition of Theilʼs entropy weight method combined with TOPSIS (Technique for Order Preference by Similarity to an Ideal Solution) and improved AHP (analytic hierarchy process) method combined with fuzzy mathematics is proposed. It can not only effectively avoid the impact of excessive subjective factors on empowerment but also fully excavate the real information in the survey data and improve the objectivity and accuracy of the weight data of evaluation indicators at all levels. Thirdly, taking the interface design of CNC machine tool equipment for example, the best human-computer interaction interface design schemes are chosen according to the human reliability evaluation method based on objective and subjective comprehensive method calculated by Entropy-TOPSIS-AHP. Finally, based on eye movement experiments, the use efficiency and accuracy of the human-computer interaction interface design scheme chosen by the assessment method are better than the other design schemes or original one to verify the assessment method validity.


1989 ◽  
Vol 18 (288) ◽  
Author(s):  
Liam J. Bannon ◽  
Susanne Bødker

This paper is written by two people who come from rather different backgrounds, yet who, at the same time, share similar concerns about the human-computer interaction (HCI) area. One of us has a background in computing and cognitive science. The other person has a background in software engineering and computer systems design. As both of us are concerned with making more useful and usable computer applications we decided to look further for frameworks to help us. In this paper we shall try to expose some of the problems that we encountered in our joint effort to understand the HCI area and contribute to it, and to discuss some of the tensions and alternative viewpoints that we met on the way. The paper does not contain a solution to the problems of HCI. Rather, it contains a dialogue with ourselves about the matters of our concern, and we invite the reader to join this dialogue: our focus is on technology in use, where we emphasize the setting in which a piece of technology is used.


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