4,201 Matching Annotations
  1. Mar 2026
    1. 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."

      Highlight important HCI concepts definitions for the previously highlighted terms

    2. 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.

      Highlight important HCI concepts definitions for the previously highlighted terms

    3. 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.

      Highlight important HCI concepts definitions for the previously highlighted terms

    4. 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.

      Highlight important HCI concepts definitions for the previously highlighted terms

    5. 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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    6. 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

    7. 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

    8. 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

    9. TAM posits that the intention to adopt a particular technology is driven by two kinds of perceptions: (1) how easy it is to use a system and (2) how useful it will be to use it [180]. Furthermore, the perceived ease of use affects the perceived usefulness: If technology is hard to use, it is less useful.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    10. it is perfectly possible to have a program which is structured, modular, readable, flexible, self-documenting, maintainable, which performs its specified function, and which is a source of constant frustration and irritation to its users.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    11. The theory of task–technology fit (TTF) can illuminate what users consider useful and how this affects their decision to adopt a particular technology. 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.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    12. Users actively repurpose tools to make them more personally usable and relevant. Design should support such repurposing. 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.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    13. 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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    14. Acceptability has two main dimensions [591]. The first dimension, practical acceptability, includes costs, the reliability of the interactive system, and its compatibility with other systems. The perceptions of utility and usability may also influence the judgment of practical acceptability.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    15. ISO 9241-11 definition... 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.'

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    16. One shorthand way of expressing this is that utility is 'whether the functionality of a system in principle can do what is needed' [591, p. 25]. In practice, whether people can do anything concerns—among other things—usability.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    17. 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.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    18. 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. Ideally, the user can use the tool without unnecessary effort so that the use is direct, transparent, and unnoticeable.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    19. Usability is one of the best predictors of users' willingness to adopt software. For example, the User Burden Scale is a questionnaire for measuring the felt burden in software use [806]. It consists of six subscales: difficulty of use, physical burden, time and social burden, mental and emotional burden, privacy burden, and financial burden.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    1. 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

    2. 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

    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"

      highlight sentences that contradict each other

    4. 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

    5. 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

    6. 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

    7. 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

    8. 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

    9. 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

    10. 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

    11. 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

    12. 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

    13. 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

    14. 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

    15. 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

    16. 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

    17. 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

    18. 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

    19. 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. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      gimme some software concepts that are color coded and categories

    20. 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

    21. 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

    22. 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

    23. 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

    24. 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. Via exploration, they also learn about their own abilities in using them. Consider the first time you launch an application; you probably try out various actions to see what happens. Kirsh argued that the discoverability of such options is as important as their visibility; however, discoverability is not covered well by Norman's theory.

      highlight passages that discuss the downsides of Norman's model

    25. The modelling subscribes to a linear account of the cognitive mechanism, going from goals to actions and back. However, according to current understanding in cognitive sciences, the picture is more complicated. 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. Moreover, the model was initially used in a weak, heuristic sense and did not converge with efforts to implement interactive systems.

      highlight passages that discuss the downsides of Norman's model

    26. 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.

      I want to highlight things that are novel (not simply tool stuff)

    27. both the computer and the human participate in establishing a shared context. The computer does not simply receive a message; it also communicates the effects of that message.

      I want to highlight things that are novel (not simply tool stuff)

    28. Employing socially appropriate behaviors for agent–user interaction: Any interruptions by a system should be compatible with the social expectations of the user being interrupted and offered automated services. For example, social media feeds may integrate AI-generated and human-generated content without disclosing the source.

      Highlight all the sentences that mention Artificial Intelligence

    29. 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.

      Highlight all the sentences that mention Artificial Intelligence

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

      Highlight all the sentences that mention Artificial Intelligence

    31. New ways of interacting that rely on dialogue keep emerging; at the time of writing this book (early 2020s), large language models such as ChatGPT and Google Bard are making the headlines daily. The interaction with such models is primarily done through text prompts to which the model replies.

      Highlight all the sentences that mention Artificial Intelligence

    32. 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.

      I want to highlight things that are novel (not simply tool stuff)

    33. Code-switching refers to a switch in language to match the capabilities of the communication partner... Such differences are important because depending on the communication context, people will have different expectations and styles they use in dialogue with a computer.

      I want to highlight things that are novel (not simply tool stuff)

    34. Consistency: Are the same actions available, and do they have the same consequences across similar states? Dialogue length: How many turns are needed to get from the initial state to the end state? Number of choices: The number of options available to the user is a predictor of choice reaction time. Error recovery cost: If an error is made, how many turns are needed to recover from it? Connectedness: Can final states be reached from all initial states? Strong connectedness: Can final states be reached from all initial states via a particular action? Reversibility: Can the effect of a given action be reversed in one action?

      gimme some software concepts that are color coded and categories

    35. Dialogue can be described using models of computation from computer science. Such models include finite state machines (FSMs), pushdown automata, and Petri nets. These models can be expressed with formal languages, including context-free grammars and graphs, and they can be implemented in event handlers in user interface (UI) software.

      gimme some software concepts that are color coded and categories

    36. 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.

      gimme some software concepts that are color coded and categories

    37. 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.

      Highlight sentences that give a definition of a concept.

    38. 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.

      Highlight sentences that give a definition of a concept.

    39. Dialogue is about the organization of communication as a series of turns between communication partners. The core elements of dialogue are communication turns, the communication context, and turn interpretation. Dialogue interaction includes speech-based and graphical interactions. Dialogue can be understood as computation, goal-directed action, communication, or embodied action.

      highlight the key concepts in this paper

    40. 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.

      highlight the key concepts in this paper

    41. 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 the key concepts in this paper

    42. 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.

      highlight the key concepts in this paper

    43. Robustness refers to the communication partners' ability to achieve shared understanding even in light of misunderstandings and other unanticipated troubles.

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    44. 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 the key concepts in this paper

    45. 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.

      highlight the key concepts in this paper

    46. Dialogue can be described using models of computation from computer science. Such models include finite state machines (FSMs), pushdown automata, and Petri nets.

      highlight the key concepts in this paper

    47. 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.

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    48. 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.

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    49. A significant early theory of dialogue interaction is the seven-stage model of Norman [600]. It considers interaction as goal-directed, turn-based dialogue.

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    50. both the computer and the user may have initiative. For example, a pop-up window can be presented to confirm a risky selection. When there is a misunderstanding about the context of the dialogue, errors may happen, and the partners must recover from them.

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    51. both the computer and the human participate in establishing a shared context. The computer does not simply receive a message; it also communicates the effects of that message. Therefore, the design of feedback, affordances, and cues is central to dialogue-based interaction.

      highlight the key concepts in this paper

    52. 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.

      highlight the key concepts in this paper

    53. Dialogue can be understood as computation, goal-directed action, communication, or embodied action. Each perspective provides specific methods for the analysis and design of dialogue.

      Highlight the sentences that capture the main point of this chapter

    54. 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.

      Highlight the sentences that capture the main point of this chapter