2,031 Matching Annotations
  1. Mar 2026
    1. The mapping requires the user to figure out how to accomplish a goal with an interface. It implies that "The user must translate the psychological goals and intentions into the desired system state, then determine what settings of the control mechanisms will yield that state, and then determine what physical manipulations of the mechanism are required" [600, p. 37].

      sentences that cite other researchers, exhaustive list

    2. In direct manipulation interfaces (Chapter 28), the visual presentation of an object resembles its physical correspondent and can be directly acted on. For example, text in a text editor can be highlighted, deleted, or changed by point-and-click-style interactions [416].

      sentences that cite other researchers, exhaustive list

    3. Norman's model stresses the need for users' acts to be understood by the computer and for users to understand the computer. Successful interfaces should also "provide a strong sense of understanding and control" [600, p. 49].

      sentences that cite other researchers, exhaustive list

    4. Affordance, which we discussed in Chapter 3, refers to how well users can interpret what actions are possible with a widget. Visibility is a handy related concept in design that underlies direct manipulation interfaces [416].

      sentences that cite other researchers, exhaustive list

    5. Norman suggested that the ease of mapping is related to its directness, "where directness can be measured by the complexity of the relationship between representation and value, measured by the length of the description of the mapping" [600, pp. 28–29].

      sentences that cite other researchers, exhaustive list

    6. Liu and Chilton [488] studied prompt engineering for text-to-image generation; see the figure in this paper example box, which shows examples of answers to the prompt "SUBJECT in the style of STYLE."

      sentences that cite other researchers, exhaustive list

    7. Liu and Chilton [488] noted that interaction with such models faces a dilemma. While it is possible to input anything as a prompt to such models, users must "engage in bruteforce trial and error with the text prompt when the result quality is poor."

      sentences that cite other researchers, exhaustive list

    8. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available. Kirsh argued that users need to actively explore interfaces to become aware of the available functions and how they work.

      highlight all definitions of theories grounded in existing psychological phenomena

    9. Code-switching refers to a switch in language to match the capabilities of the communication partner. For example, you likely use different language when talking with friends and with family.

      highlight all definitions of theories grounded in existing psychological phenomena

    10. Human–machine interaction, according to Suchman, is similar to but different from human–human dialogue. It is similar in the sense that people pursue a shared understanding: They actively work to make themselves understood. It is different in the sense that the communication abilities of computers are limited, which requires humans to adapt.

      highlight all definitions of theories grounded in existing psychological phenomena

    11. Norman offered two central concepts to help us understand these cognitive efforts: the gulf of execution and the gulf of evaluation. These two concepts describe inferential breakpoints for users seeking to express their intentions and interpret feedback from the system, respectively.

      highlight all definitions of theories grounded in existing psychological phenomena

    12. The model subscribes to a theoretical assumption about dialogue: The defining cognitive challenge in dialogue is understanding the communication partner such that the appropriate next turn can be taken. In other words, the dialogue is intentional or goal-directed: Users aim to drive the computer to a particular desired state.

      highlight all definitions of theories grounded in existing psychological phenomena

    13. The How was School today. . .? concept was developed iteratively with two children with CP and the help of school staff. This AAC system was designed to use context to facilitate the creation of personal narratives [75].

      sentences that cite other researchers that aren't already highlighted

    14. Kirsh proposed an alternate model, showing that every stage in Norman's model can have an interactive relationship with the environment. We learn about options by exploring the interface, discover how to specify actions by trying them out and observing the outcomes, position our bodies to better perceive environmental responses, and adjust the environment to facilitate response evaluation.

      Highlight all theories in this paper

    15. Norman offered two central concepts to help us understand these cognitive efforts: the gulf of execution and the gulf of evaluation (Figure 18.2). These two concepts describe inferential breakpoints for users seeking to express their intentions and interpret feedback from the system, respectively.

      Highlight all theories in this paper

    16. The How was School today. . .? concept was developed iteratively with two children with CP and the help of school staff. This AAC system was designed to use context to facilitate the creation of personal narratives [75].

      sentences that cite other researchers

    17. FSMs, as formal accounts of dialogue, are limited to transitions in a dialogue. They do not make assumptions about the way options or feedback are presented to the user. The same FSM could be implemented as an interface in multiple ways. FSMs do not make explicit assumptions about the user, either: FSMs are mute about how users perceive, reason, learn, and experience.

      highlight the most important assumptions, conclusions, and points of the paper

    18. Formal models of computation are suitable for describing discrete, moded dialogues. A mode refers to the variation in the interpretation of a user's input according to an internal state.

      highlight the most important assumptions, conclusions, and points of the paper

    19. The model subscribes to a theoretical assumption about dialogue: The defining cognitive challenge in dialogue is understanding the communication partner such that the appropriate next turn can be taken. In other words, the dialogue is intentional or goal-directed: Users aim to drive the computer to a particular desired state.

      highlight the most important assumptions, conclusions, and points of the paper

    20. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments.

      highlight sentences that contradict each other

    21. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available.

      highlight sentences that contradict each other

    22. One thing that is missing is an account of how beliefs about the computer are formed and updated and how they drive action specification. The current understanding is that users form internal models that predict how their actions produce perceived outputs, and they learn to minimize prediction errors. This explains why people explore interfaces (to develop better internal models) and why, eventually, they no longer need to compare outcomes against goals.

      highlight sentences that contradict each other

    23. Norman's model stresses the need for users' acts to be understood by the computer and for users to understand the computer. Successful interfaces should also "provide a strong sense of understanding and control"

      highlight sentences that contradict each other

    24. The current understanding is that users form internal models that predict how their actions produce perceived outputs, and they learn to minimize prediction errors. This explains why people explore interfaces (to develop better internal models) and why, eventually, they no longer need to compare outcomes against goals.

      things that might be hard to understand

    25. Mixed-initiative interaction is the idea of organizing interaction in dialogue where both the computer and the human can take initiative. Unlike in the case of an FSM, the computing system can take action without a command from the user; the initiative is mixed.

      things that might be hard to understand

    26. A mode refers to the variation in the interpretation of a user's input according to an internal state. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      things that might be hard to understand

    27. Formally, an FSM is a tuple (Σ, S,s0, δ, F), where: Σ is the input, that is, a finite set of symbols; S is a finite set of states or modes; s0 ∈ S is the initial state; δ is the state transition function δ : S × Σ→S; F is the set of final states, that is, a subset of S.

      things that might be hard to understand

    28. Gulf of evaluation: This gulf refers to knowing how a perceived change in the computer has moved it closer to the intended goal state. For example, imagine setting the temperature of an intelligent thermostat and not perceiving an immediate effect. How can you tell if your command had the desired effect on the system?

      things that might be hard to understand

    29. Gulf of execution: This gulf is about knowing what to do to bring about a desired state change in the computer. For example, what should you do to get a piece of text copied to the clipboard and pasted in a specific location?

      things that might be hard to understand

    30. The key idea in the dialogue view of interaction is the organization of communication as a series of turns. Dialogue evolves through communication turns between two or more partners. In one turn, an appropriate communication act is made by one partner based on the communication context. The act aims to get the other partner to do or understand something. This understanding then forms the context within which the other partner takes their turn.

      things that might be hard to understand

    31. Users are "architects" of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      I want to highlight things that are novelly introduced by this paper

    32. The How was School today. . .? concept was developed iteratively with two children with CP and the help of school staff. This AAC system was designed to use context to facilitate the creation of personal narratives [75]. The authors called their approach "data-to-text": The idea was to add sensors to the environment and the wheelchair of a user.

      I want to highlight things that are novelly introduced by this paper

    33. The families also exaggerated articulation, a phenomenon known as hyperarticulation. The paradoxical effect of hyperarticulation is that despite trying to improve understanding, it can make speech recognition worse.

      I want to highlight things that are novelly introduced by this paper

    34. Their study exposed the limited nature of contemporary speech interaction from a conversational perspective. Although breakdowns were not that frequent—one occurred every four hours of use—they disrupted regular use and often required joint effort to overcome.

      I want to highlight things that are novelly introduced by this paper

    35. According to Scholtz [745], the two gulfs manifest differently in the different roles a user may have when interacting with a robot: Supervisor, Operator, Peer, Bystander.

      I want to highlight things that are novelly introduced by this paper

    36. The results of the studies show that a small set of responses (3–9) may be sufficient to generate an idea of what a prompt can do; the computation of more responses might just waste time. The results also show that the SUBJECT would sometimes get lost in the STYLE; some prompts inadvertently led to grotesque or inappropriate images.

      I want to highlight things that are novelly introduced by this paper

    37. The challenge here is sometimes described as prompt engineering—the search for prompts that give the output the user finds adequate for the task.

      I want to highlight things that are novelly introduced by this paper

    38. Liu and Chilton [488] noted that interaction with such models faces a dilemma. While it is possible to input anything as a prompt to such models, users must "engage in bruteforce trial and error with the text prompt when the result quality is poor."

      I want to highlight things that are novelly introduced by this paper

    39. Employing dialogue to resolve key uncertainties: If the system is uncertain about the user's intent, the system should ask the user after having considered the cost of interrupting the user. While ambiguities can be resolved via dialogue, this principle warns against always asking the user: Every interaction bears a cost (e.g., time and effort) that should be factored in when deciding whether and when to engage in dialogue.

      most interesting 2-line segments

    40. Users are 'architects' of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      most interesting 2-line segments

    41. This broad definition has several immediate and important consequences for HCI. First, dialogue, as a form of interaction, is not limited to speech and language even though this is often our first interpretation of the term "dialogue."

      sentences 12 through 21

    42. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are "architects" of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      highlight passages that discuss the downsides of Norman's model

    1. Eye-typing is an effective means of communication; however, it is not efficient. Three fundamental problems prevent high entry rates. First, the eyes are sensory organs and not control organs. It is difficult for users to artificially maintain fixation on specific keys. Second, the dwell timeout provides a low ceiling on performance. Third, people think in terms of words, phrases, and sentences when they communicate. Eye-typing forces users to think in terms of individual letters.

      What are interesting use cases of tools given in the paper?

    2. Supple++ [266] is a computational method developed in HCI that can improve graphical user interfaces to better fit a user's unique motor and vision abilities. In Supple++, the user is first asked to perform a series of motor tasks. This information is used to calibrate an internal computational model of the user's motor ability. Once the calibration is complete, Supple++ optimizes the user interface automatically by changing the size and location of user interface elements and the organization of the user interface, subject to constraints specified by the designer.

      What are interesting use cases of tools given in the paper?

    3. Galletta et al. [267] warned against the effect of spell checkers on verbal ability. Having a spell checker in a word processing program may make users overly rely on the tool even if it makes several mistakes, both false positives and false negatives. The authors showed experimentally that university students who had a spell checker on during a document editing task had more errors left in the document than those who did not.

      What are interesting use cases of tools given in the paper?

    4. Blind cane users are a good example [756]. When blind users learn to sense the environment with a cane, their perception of tactile and auditory stimuli slowly changes. Instead of sensing stimuli close to their hand, when they hold the cane, they can integrate tactile (vibration) and auditory stimuli close to the tip of the cane. They develop multimodal, integrated percepts that correspond to the tip of the cane.

      What are interesting use cases of tools given in the paper?

    5. Students who learned to do calculations with an abacus solve mathematical problems differently from others [796]. They rely more on mental imagery of the movement of beads on the abacus, which makes their mental calculations highly efficient for certain types of calculations.

      What are interesting use cases of tools given in the paper?

    6. Beaudouin-Lafon [53] departed from the idea that the manipulation of physical objects with our hands can be used as the basis for designing new user interfaces. He separated domain objects that are manipulated from interaction instruments, which are computer artifacts that manipulate domain objects. For example, a scrollbar is an interaction instrument, or tool, that operates on documents. Further analysis reveals it has low integration because a 1D action is controlled by a 2D mouse, and it has low compatibility in some designs because the content moves in a different direction from the movement of the scrollbar.

      What are interesting use cases of tools given in the paper?

    7. Galletta et al. [267] warned against the effect of spell checkers on verbal ability. Having a spell checker in a word processing program may make users overly rely on the tool even if it makes several mistakes, both false positives and false negatives. The authors showed experimentally that university students who had a spell checker on during a document editing task had more errors left in the document than those who did not.

      Highlight examples for the previously highlighted terms and definitions

    8. Blind cane users are a good example [756]. When blind users learn to sense the environment with a cane, their perception of tactile and auditory stimuli slowly changes. Instead of sensing stimuli close to their hand, when they hold the cane, they can integrate tactile (vibration) and auditory stimuli close to the tip of the cane.

      Highlight examples for the previously highlighted terms and definitions

    9. For example, the abacus is a wooden device used for teaching basic calculations. It consists of a frame with rows of wires along which beads can slide. Students who learned to do calculations with an abacus solve mathematical problems differently from others [796]. They rely more on mental imagery of the movement of beads on the abacus, which makes their mental calculations highly efficient for certain types of calculations.

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    10. For example, social acceptability was an important consideration for early smart glasses, that is, eyewear with computational capabilities, particularly models fitted with cameras [426].

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    11. For instance, Nielsen and Levy [592] compared users' performance and their preferences across 57 studies and found what they called a strong positive correlation. Nevertheless, they concluded that "there are still many cases in which users prefer systems that are measurably worse for them, so one should exercise caution" [p. 75].

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    12. For instance, Whiteside et al. [886] showed how to make explicit quantitative goals for usability. They provided an example of the usability of software installation. This was quantified through the time it takes to install software. This could take one hour or, in the best case, just 10 minutes.

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    13. For example, Renom et al. [696] conducted a study on text editing using a novel user interface. They found that exploration and technical reasoning facilitate creative tool use. Users who explore available commands in a tool are better at repurposing its functionality.

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    14. For example, Koelle et al. [426] studied the adoption of data glasses (e.g., Google Glass, Meta Pro) over multiple years. They asked experts familiar with data glasses what would need to be improved to make data glasses more acceptable. Usefulness, functionality, and usability were the most important factors—more important than security, privacy, pricing, experience, and compatibility.

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    15. For example, a scrollbar is an interaction instrument, or tool, that operates on documents. Further analysis reveals it has low integration because a 1D action is controlled by a 2D mouse, and it has low compatibility in some designs because the content moves in a different direction from the movement of the scrollbar.

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    16. TTF refers to the ability of technology to support a task [197]. The capabilities of the technology should match the demands of the task and the skills of the individual; in this case, the fit is perfect.

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    17. One prominent definition of accessibility is given by ISO 9241-171, which defines it as "the usability of a product, service, environment or facility by people with the widest range of capabilities."

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    18. the "extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use."

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    19. Usability concerns how easily computer-based tools may be operated by users trying to accomplish a task. Usability differs from utility. Usability concerns whether users can use the product in a way that makes it possible to realize its utility; utility is about whether the goal is important to the user.

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    20. The utility of an interactive system concerns its match with the tasks of users. If the match is good, the tool has high utility; if the tasks that users want to do are not supported by the tool, the tool has low utility.

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    21. What makes these objects tools is that they are not attached to the body but can be held to bring about changes in the condition of other objects [772]. By extension, the idea of tool use in human–computer interaction (HCI) is that a computer system is a tool for controlling something else.

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    22. the ISO 9241-11 definition, based on work by Bevan and many others, which defines usability as the 'extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.'

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    23. Research has shown that SUS can discriminate between systems with poor and good usability, can be used with a range of technologies, correlates modestly with task performance, correlates well with other questionnaires, and has good reliability.

      Annotate the most important metrics presented in the paper

    24. The answers to these questions are summed to calculate the overall SUS score. For odd-numbered items, subtract 1 from each score (1–5); for even-numbered items, subtract each score from 5. Then, sum these values to obtain the total SUS score.

      Annotate the most important metrics presented in the paper

    25. The User Burden Scale is a questionnaire for measuring the felt burden in software use. It consists of six subscales: difficulty of use, physical burden, time and social burden, mental and emotional burden, privacy burden, and financial burden.

      Annotate the most important metrics presented in the paper