Wednesday, March 20, 2013

Direct Manipulation


Direct manipulation “describes interactive systems where the user physically interacts with their operating system” (Golbeck, 2002). Direct manipulation deals with continuous object representation, actions and feedback such as rapid, reversible and incremental and actions based on real-world interactions. A person wants to have a positive experience with the system and once the person understands it they want to show it off to novices and teach them about it. 

http://www.blastam.com/blog/wp-content/uploads/minority-report.jpg
Direct Manipulation seen in Minority Report

If we look at the history of direct manipulation we can see that word processors were at the beginning. They were command line-based, a person would have to teach people how to start a document and use it. Commands such as how to open a document and close a document were things you would have to teach a person. Even today a person needs to put markup commands to explain how to use these types of programs, such as HTML 5. Now word processors are display-based. 

A WYSIWYG word processor is what you see is what you get type of word processor. “A WYSIWYG application is one that enables you to see on the display screen exactly what will appear when the document is printed. This differs, for example, from word processors that are incapable of displaying different fonts and graphics on the display screen even though the formatting codes have been inserted into the file” (Webopedia, 2013). The advances of WYSIWYG word processors are displaying a full page of text, show cursor action, control cursor motion through physically obvious and intuitively natural means, use of labeled icons for actions (to help users find things quicker), display of the results of an action immediately, provide rapid respond then display and offer easily reversible actions. These advances allow users to use word processors much easier and the learning curve is shorter because of them. Images that users recognize are used so that they do not need to recall things from their memory, they can use recognition so that it is easier and faster to use the processor.

http://blog.lib.umn.edu/torre107/si/pics/superficialintelligence12.jpg
Figure 2 - Direct Manipulation Comic Strip

Spatial data-managements systems allows for a better model of reality. Successful systems are dependent on choosing appropriate icons (use icons that players are familiar with, don’t use a red cross for the damage icon – use it for health because everyone already connects red crosses with health), graphical representations (don’t use a chest as a death item, use it to represent treasure) and natural and comprehensible data layouts (make everything on the screen make sense). 

There are three principles of direct manipulation. 

1.       Continuous representations of the objects and actions of interest with meaningful visual metaphors
2.       Physical actions or presses of labeled buttons, instead of complex syntax
3.       Rapid, incremental, reversible actions whose effects on the objects of interest are visible immediately

There are problems with direction manipulation. Spatial or visual representations can be too spread out (a user cannot focus on everything because they are all over the screen), high-level flowcharts and database-schema can become confusing (too much detailed information is present and can make the user become disarrayed), design may force valuable information off the screen, users must learn the graphical representations, visual representation may be misleading and typing commands with the keyboard may be faster. 

Direct manipulation is also evident in video games. When a person is ready to play a game he/she must pick up a controller and learn how to use the interface in a short period of time. “With only a small amount of training, users pick up controllers with buttons and knobs that generally map very well to the way the character is moving in physical space” (Golbeck, 2002). Video game systems such as Nintendo Wii, Sony PlayStation and Microsoft Xbox use direct manipulation. The field of action that is evident in games are captivating and visual; this allows the player to understand the distance around them in the gaming environment and compels them to learn how to interact with the system. The commands that players use are physical actions whose results are immediately shown on the screen. Most games continuously display a score showing how the user is doing in the game. It forces the player to understand how to do better in the game, if your score is low you need to learn the controls better and if your score is high you understand the system and your performance is good. Spore is a good example because it shows everything on the screen. There is enough space to understand everything, players need to adapt quickly to the changing environment and the updates are displayed for the user to understand the game. Users can also create their creature with a click of a button, players can stretch and form their creature into whatever they desire by dragging their mouse and move it using physical actions. The menu systems are also very easy to use and a player can learn it very effectively and efficiently. 

http://gamingprecision.com/wp-content/uploads/2011/07/spore-creature-creator.jpg
Figure 3 - Spore Creature Creation
 
Questions to Consider

When the new generation of gaming consoles come out how will it affect direct manipulation?

If I was to design a completed game using only augmented reality would a player learn how to use it faster than if it was a regular game on the PlayStation 3 using a basic controller?

If there were visual representation in a game that were misleading would players stop playing the game or would they take the extra time to learn these representations. And if they do learn them how will it affect their recognition memory? (will it replace or take over the images they use to associate them with?)

References
Golbeck, Jennifer . " Direct Manipulation." Department of Computer Science. N.p., 26 Oct. 2002. Web. 21 Mar. 2013. <http://www.cs.umd.edu/class/fall2002/cmsc838s/tichi/dirman.html>.

"What is WYSIWYG? - A Word Definition From the Webopedia Computer Dictionary." Webopedia: Online Computer Dictionary for Computer and Internet Terms and Definitions. N.p., n.d. Web. 21 Mar. 2013. <http://www.webopedia.com/TERM/W/WYSIWYG.html>. 
Images
Figure 1 - http://www.blastam.com/blog/wp-content/uploads/minority-report.jpg
Figure 2 - http://blog.lib.umn.edu/torre107/si/pics/superficialintelligence12.jpg
Figure 3 -  http://gamingprecision.com/wp-content/uploads/2011/07/spore-creature-creator.jpg

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