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Principles of Direct Manipulation - Assignment Example

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The author of the paper under the title "Principles of Direct Manipulation" will begin with the statement that Direct Manipulation in computer systems, provides greater advantages, with reference to enhancing effective Human-Computer Interaction…
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Principles of Direct Manipulation
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Computer Systems: Direct Manipulation al Affiliation: Computer Systems: Direct Manipulation Direct Manipulation in computer systems, provides greater advantages, with reference to enhancing effective Human-Computer Interaction. In virtual environments, good user interfaces enhance an entity’s task performance, efficiency and overall effectiveness in daily socialization. These interfaces provide a desire for enhanced exploration, in addition to general enjoyment of utility. In addition, is the advantage of gaining a capacity towards retention of the mastery of operating such interfaces over a given time-frame. In the world of computer science, direct manipulation regards a given format or style, in which human-computer interaction is enabled. This involves the continuous representation of given subjects and objects in addition to the rapid, incremental and reversible actions and their subsequent feedback. Principles of direct manipulation As a single characteristic, in reference to a class of various interaction styles, direct manipulation entails the direct mapping, between the semantic and syntactic level of dialogue/ interaction. The three core principles are found in direct manipulation. These include: - the end result of a systematic replacement of complex computer command-language syntax with the direct and visual manipulation of the object(s) under focus; the continuous representation of actions and objects of interest in relation to meaningful visual imagery; which is followed by the presence of rapid, reversible incremental actions, immediately visible in the objects or actions of interest. In the context of video game application, the first indicated principle is achieved through physical actions (button presses), rather than the use of typed commands (Shneiderman & Plaisant, 2010). Video game-type interfaces Through varying gaming pads, the other two principles are achieved best in a 3D dimension, where the objects and actions fit into role-playing games. Users are able to control virtual avatars, with the keypad buttons enabling the change of movement, scenery, actions and interactions in the virtual worlds present. Video gaming interfaces are unique in nature, with the aspect of 3D enabling greater contrast, between the virtual and real (physical) worlds. The user, interacting with the present operating system (hardware and software), is able to manipulate directly, existing objects to perform specific actions. Such systems enable the reversal of such actions, in addition to the creation of virtual reality unimaginable in the existing physical world. This entails the direct interaction between the user, and the objects/ actions, thereby enhancing the feeling of control. He or she is able to physically interact with existing directories and files, thereby achieving a visual representation of the ensuing progress and subsequent end point. Gaming interfaces cannot be effective in real-world applications, due to the fact that correspondence between the human (user) and the virtual world, is not replicable in the real worlds. Analog sticks and button presses, in addition to keyboard and mouse combinations, which translate into rapid results cannot be actively utilize in the real dimension. There is no mapping of given computer language commands to given sets of actions or interaction, as one would expect in virtual reality (Hutchins, Hollan & Norman, 1986). This is a primary reason why in virtual reality, users are able to portray, interact and enact various character subjects. In addition is the ability to achieve the performance of great fetes or achievement of super-human endeavors. Advantages of direct manipulation Direct manipulation (DM), generally referring to a given set of rules regarding applications across the scope of human-computer interactions, has various advantages. It presents the potential user with a familiar, easy to use method of interaction, hence enabling greater interactivity. Through dual implementation of DM and keyboard input, users with expertise are able to work even faster. The familiarity and ease of utility, with regard to systems present, novices are more likely to learn quickly. This can be grounded on the fact that the process does showcase the progress made, with the occurrence of errors being limited in scope. This is in contrast to the frequent nature of errors occurring in command type systems (Schneiderman, 1983). However, command line services have certain advantages over direct manipulation. These include the fact that it allows one to make or modify configuration settings, start, and stop and suspend any service present in network operation, control a running network and view properties of a network device. Other advantages include updating a component of a device in a network or any database information. Command line interfaces have user-friendly interfaces. Unlike direct manipulation, command line interfaces are limited to network devise management. Problems with direct manipulation DM, according to direct mapping view, is not only related to the given dialogue’s input language, but also in determining the resulting degree of directness in the mapping present between the semantic and syntactic levels of dialogue. This is due to the direct correlation, between the achieved (intended) goal and the user’s input. Adding to this is the fact that the process of generating such effects i.e. the imagery, characters, traits, actions and general interactivity, is complex. Thus, it is not easily reversible without affecting other functionalities therein. Adding to this is the aspect of difficulty in learning by new users, therefore proving difficult in utility, as well as the lack of sufficient power to tackle or engage in complex tasks. Another case scenario may be the presence of sufficient powering, but accompanied by the extreme difficulty of both learning and subsequent utility. This is compounded by the complex variation, in reference to the effects of direct manipulation in existing user interfaces, which in themselves are of varying types. The presence of specific widgets, which are utilized for specific functions or task performance, results in the specific (limited) nature of expected human-computer interaction. Direct interaction between the user and the existing directories and files provides a scenario where specific and systematized activities or actions may be carried out. One is not able to recreate a given idea or accompanying action, due to the written down code and/ computer language program (Wixon & Good, 1987). In the unfortunate case of file or directory corruption, the whole gaming capacity may become hindered or limited. This is as opposed to command line prompts, where one is able to easily correct a given issue and proceed on, without virtually affecting other segments of a given computer system. References Hutchins, E.L., Hollan, J.D., & Norman, D.A. (1986). Direct manipulation interfaces. In D.A. Norman and S.W. Draper (Eds.), User Centered System Design: New Perspectives on Human-Computer Interaction. Hillsdale, NJ: Lawrence Erlbaum Associates, (pp. 87-124). Schneiderman, B. (1983). Direct Manipulation: A step beyond programming languages. IEEE Computer, 16(8): 57-69. Schneiderman, B., & Plaisant, C. (2010). Designing the User Interface (Ed.). Pearson Higher Education. Wixon, D. & Good, M. (1987). Interface style and eclecticism: Moving beyond categorical approaches. Proceedings of the Human Factors Society 31st Annual Meeting, (pp. 571-575). Read More
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