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Direct Manipulation: A Step Beyond Programming Languages
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1. Human Learning Vol 1 No 1 1982 pp 31 62 3 Christopher F Herot Spatial Management of Data ACM Trans Database Systems Vol 5 No 4 Dec 1980 pp 493 513 4 Thomas W Malone What Makes Computer Games Fun Byte Vol 6 No 12 Dec 1981 pp 258 277 5 JohnM Carroll and John C Thomas Metaphor and the Cognitive Representation of Computing Systems IEEE Trans Systems Man and Cybernetics Vol SMC 12 No 2 Mar Apr 1982 pp 107 116 6 Moshe M Zloof Query by Example AFIPS Conf Proc Vol 44 1975 NCC AFIPS Press Montvale N J 1975 7 Moshe M Zloof Office by Example A Business Language that Unifies Data and Word Processing and Electronic Mail JBM Sys J Vol 21 No 3 1982 pp 272 304 8 Cranfield Smith et al Designing the Star User Interface Byte Vol 7 No 4 Apr 1982 pp 242 282 9 Laura Yedwab Christopher F Herot and Ronni L Rosenberg The Automated Desk Sigsmall Newsletter Vol 7 No 2 Oct 1981 pp 102 108 10 Ted Nelson Interactive Systems and the Design of Vir tuality Creative Computing Vol 6 No 11 Nov 1980 pp 56 ff and Vol 6 No 12 Dec 1980 pp 94 ff 11 Chris Rutkowski An Introduction to the Human Ap plications Standard Computer Interface Part 1 Theory and Principles Byte Vol 7 No 11 Oct 1982 pp 291 310 12 Alan MacDonald Visual P
2. detailed flowchart did no better in comprehension debugging or modifica tion than those given the code only In a program com prehension task subjects given a graphic representation of control flow or data structure did no better than those given a textual description On the other hand subjects given the data structure documentation consistently did better than subjects given the control flow documenta tion This study suggests that the content of graphic representations 1s a critical determinant of their utility The wrong information or a cluttered presentation can lead to greater confusion A second problem is that users must learn the meaning of the components of the graphic representation A graphic icon although meaningful to the designer may require as much or more learning time as a word Some airports serving multilingual communities use graphic icons extensively but their meaning may not be obvious Similarly some computer terminals designed for international use have icons in place of names but the meaning is not always clear A third problem is that the graphic representation may be misleading The user may rapidly grasp the analogical representation but then make incorrect conclusions about permissible operations Designers must be cau tious in selecting the displayed representation and the op erations Ample testing must be carried out to refine the representation and minimize negative side effects A
3. down to numerous low level pro gram domain details Semantic knowledge is well structured relative ly stable and meaningfully acquired Syntactic knowledge is arbitrary relatively volatile unless frequently rehearsed and acquired by rote memorization There is usually little overlap between the syntax of dif ferent text editors but they often share semantic concepts about in serting deleting and changing lines of text 65 command language provides the cues for recalling the semantics Novices review the command names in their memory or in a manual which act as the stimuli for recalling the related semantics Each command is then evaluated for its applicability to the problem Novices may have a hard time figuring out how to move a sentence of text even if they understand each of the com mands Novices using editors that have a CHANGE old string new string command must still be taught how to use this command to delete a word or insert a word into a line Manuals that have alphabetically arranged sections make it difficult for the novice to anchor material to familiar concepts As users gain experience they increasingly think in higher level semantic terms which are freer from the syn tactic detail and more system independent In addition to facilitating learning direct manipulation of a visual representation may aid retention The syntactic semantic model suggests that training manuals should be written from t
4. extremely valuable Machine generated value judgments Very good or You re doing great are not as effective since the same score means different things to different people Users prefer to make their own subjec tive judgments and may perceive machine generated messages as an annoyance and a deception Carroll and Thomas draw productive analogies be tween game playing environments and application sys tems However game players seek entertainment and the challenge of mastery while application system users focus on the task and may resent forced learning of system constraints The random events that occur in most games are meant to challenge the user but predict able system behavior is preferable in nongame designs Game players compete with the system but application system users apparently prefer a strong internal locus of control which gives them the sense of being in charge The pleasure in using these systems stems from the capacity to manipulate the object of interest directly and to generate multiple alternatives rapidly Computer aided design manufacturing Many com puter aided design systems for automobiles electronic circultry architecture aircraft or newspaper layout use direct manipulation principles The operator may see a schematic on the screen and with the touch of a lightpen can move resistors or capacitors into or out of the pro posed circuit When the design is complete the
5. more specific abstract models may be more useful during regular use The syntactic semantic model provides a simple model of human cognitive activity It must be refined and ex tended to enhance its explanatory and predictive power Empirical tests and careful measurements of human per formance with a variety of systems are needed to validate the improved model Cognitive models of user behavior and mental models or system images of computer sup plied functions are rapidly expanding areas of research in computer science and psychology Potential applications of direct manipulation The trick in creating a direct manipulation system is to come up with an appropriate representation or model of reality I found it difficult to think about information problems in a visual form but with practice it became more natural With many applications the jump to a visual language was initially a struggle but later I could hardly imagine why anyone would want to use a com plex syntactic notation to describe an essentially visual process One application that we explored was a personal ad dress list program that displays a Rolodex like device see Figure 6 The most recently retrieved address card ap pears on the screen and the top line of the next two ap pear behind followed by the image of a pack of remain ing cards As the joystick is pushed forward the Rolodex appears to rotate and successive cards appear in front As the joystick is push
6. or center the text the results appear on the screen immediately Deletions are apparent at once since the character word or line is erased and the remaining text rearranged Similarly in sertions or text movements are shown after each key stroke or function button press Line editors on the other hand require a print or display command before the results of a change can be seen Rapid action and display Most display editors are designed to operate at high speeds 120 characters per second 1200 baud a full page in a second 9600 baud or even faster This high display rate coupled with short response time produces a thrilling sense of power and speed Cursors can be moved quickly large amounts of text can be scanned rapidly and the results of commands can be shown almost instantaneously Rapid action also reduces the need for additional commands thereby sim plifying product design and decreasing learning time Line editors operating at 30 characters per second with three to eight second response times seem sluggish in comparison Speeding up line editors adds to their attrac tiveness but they still lack features such as direct over typing deletion and insertion Easily reversible commands Mistakes in entering text can be easily corrected by backspacing and overstriking Simple changes can be made by moving the cursor to the problem area and overstriking inserting or deleting characters words or lines A useful design
7. or devices such as a mouse joystick or graphics tablet provide natural physical mechanisms for moving the cursor This is in marked contrast with commands such as UP 6 which re quire an operator to convert the physical action into cor rect syntactic form and which may be difficult to learn hard to recall and a source of frustrating errors Labeled buttons for action Many display editors have buttons etched with commands such as INSERT DELETE CENTER UNDERLINE SUPERSCRIPT BOLD or LOCATE They act as a permanent mehu se lection display reminding the operator of the features and obviating memorization of a complex command lan COLUMNS 001 072 SCROLL gt HALF KREEME 36 36 3 96 9 366 96 90 EE I IE 9 9 9 9 9696 96 96 989699 TOP OF DATA HEHEHE IE JE IE IE IE 96369696 IE IE JE JE IE JE JE JE IE IE HE JE EEE EE 000100 COINS 000200 PROCEDURE OPTIONS MAIN 000200 DECLARE 000400 CCUNT 000500 HALVES FIXED BINARY 31 000600 QUARTERS FIXED BINARY 31 DIMES FIXED BINARY 31 NICKELS FIXED BINARY 31 SYSPRINT FILE STREAM OUTPUT PRINT 001000 DO HALVES 100 TO 0 BY 50 FIXED BINARY 31 AUTOMATIC INIT 1 001100 DO QUARTERS 100 HALVES TO 0 BY 25 001200 DO DINES 100 HALVES QUARTERS 10 10 TO 0 BY 10 001300 NICKELS 100 HALVES QUARTERS DIMES D PUT FILE SYSPRINT DATA COUNT HALVES QUARTERS DIMES NICKELS 091500 COUNT COUNT l 001600 END 001700 END 001800 END 091990 EN
8. stages of growth sensorimotor from birth to approximately 2 years preoperational 2 to 7 years concrete operational 7 to 11 years and for mal operations beginning at approximately 11 years Physical actions on an object are comprehensible during the concrete operational stage and children acquire the concept of conservation or invariance At around age 11 children enter the formal operations stage of symbol manipulation to represent actions on objects Since mathematics and programming require abstract think ing they are difficult for children and a greater effort must be made to link the symbolic representation to the actual object Direct manipulation is an attempt to bring activity to the concrete operational stage or even to the preoperational stage thus making some tasks easier for children and adults It is easy to envision direct manipulation in cases where the physical action is confined to a small number of ob jects and simple commands but the approach may be unsuitable for some complex applications On the other hand display editors provide impressive functionality in a natural way The limits of direct manipulation will be determined by the imagination and skill of the designer With more examples and experience researchers should be able to test competing theories about the most effec tive metaphors or analogies Familiar visual analogies may be more appealing in the early stages of learning the system while
9. strategy is to include natural inverse operations for each operation Carroll has shown that congruent pairs of operations are easy to learn As an alternative many display editors offer a simple UNDO command that cancels the previous command or command sequence and returns the text to its previous state This easy reversibility reduces user anx iety about making mistakes or destroying a file The large market for display editors generates active competition which accelerates evolutionary design re finements Figure 1 illustrates the current capabilities of an IBM display editor Visicalc Visicorp s innovative financial forecasting program called Visicalc was the product of a Harvard MBA student who was frustrated by the time needed to carry out multiple calculations in a graduate business course Described as an instantly calculating electronic worksheet in the user s manual it permits computation and display of results across 254 rows and 63 columns and is programmed without a traditional procedural con trol structure For example positional declarations can prescribe that column 4 displays the sum of columns 1 through 3 then every time a value in the first three col umns changes the fourth column changes as well Com plex dependencies among manufacturing costs distribu tion costs sales revenue commissions and profits can August 1983 be stored for several sales districts and months so that the impact of
10. the fea tures that produced such delight The central ideas seemed to be visibility of the object of interest rapid reversible incremental actions and replacement of com plex command language syntax by direct manipulation of the object of interest hence the term direct manip ulation August 1983 0018 9162 83 0800 0057 01 00 Examples of direct manipulation systems No single system has all the attributes or design fea tures that I admire that may be impossible but those described below have enough to win the enthusiastic sup port of many users Display editors Once you ve used a display editor you ll never want to go back to a line editor You ll be spoiled This reaction is typical of those who use full page display editors who are great advocates of their systems over line oriented text editors I heard similar comments from users of stand alone word processors such as the Wang system and from users of display editors such as EMACS on the MIT Honeywell Multics system or vi for visual editor on the Unix system A beaming advocate called EMACS the one true editor Roberts found that the overall performance time of display editors is only half that of line oriented editors and since display editors also reduce training time the evidence supports the enthusiasm of display editor devo tees Furthermore office automation evaluations consis tently favor f
11. Bachelors Degree Engineering Computer Science or Physics U S Citizenship Significant Experience in Development or Life Cycle Support of Embedded Computer Software or Sonar Design and System Development APPLY IMMEDIATELY NAVAL COASTAL SYSTEMS CENTER Dr D P Skinner Code 03 83 18 Panama City Florida 32407 x WORLDS MOST EAGT Wa VAYNY Saws An Equal Opportunity Employer command or programming languages may soon be acces sible through lively enjoyable interactive systems that reduce learning time speed performance and increase satisfaction W Acknowledgments I am grateful to the Control Data Corporation for par tial support grant 80M15 of my work and to the Univer sity of Maryland Computer Science Center for computer resources to prepare this report I thank Gordon Braudaway Jim Foley John Gannon Roger Knights John Lovgren Harlan Mills Phyllis Reisner Sherry Weinberg and Mark Weiser for their constructive and supportive comments on draft versions Gio Wie derhold Stephen Yau and the reviewers provided useful guidance in shaping the final article References l Teresa L Roberts Evaluation of Computer Text Editors PhD dissertation Stanford University 1980 Available from University Microfilms Ann Arbor Michigan order number AAD 80 11699 2 John M Carroll Learning Using and Designing Com mand Paradigms
12. D COINS KEKKRE FOIE IE FE ERE JE IE 96 9 96 96 96 9 9696 96 96 9 96 AHA BOTTOM OF DATA FEIE E JEJE DEHE 3636 3636 IE PE IE HE IE 36 JE IE 96 IE JE IE MEIE IE IE EDIT SPFDEMO MYLIB PLI COINS 01 04 COMMAND INPUT gt COLUMNS 001 072 SCROLL gt HALF tte Mette IE JE FE JE AE JE JE JE IE IE iter IE MEJEJE JEN E TOP OF DATA FE IE HE JE DE HE DE E IE JE HE JE E JE JE IE PE HE JE JE IE JE JE JE JE E JE FE E FE JE FE 000100 COINS 000200 PROCEDURE OPTIONS MAIN 000300 DECLARE 000400 000500 000690 000700 000890 COUNT FIXED BINARY HALVES FIXED BINARY QUARTERS FIXED BINARY DIMES FIXED BINARY NICKELS FIXED BINARY 31 AUTOMATIC INIT 1 31 31 31 31 000900 SYSPRINT FILE STREAM OUTPUT PRINT 001000 DO HALVES 100 TO 0 BY 50 001100 DO QUARTERS 100 HALVES TO 0 BY 25 001200 DO DIMES 100 HALVES QUARTERS 10 10 TO 0 BY 10 001300 NICKELS 100 HALVES QUARTERS DIMES 001500 COUNT COUNT 1 001600 END 001700 END 001600 END 0019500 END COINS FEHR JR IIB EEE BOTTOM OF DATA IIIe I IEI IEE JEJE IE JE IE JE IE IE JE HEIE IEI JEJE HEIE E FE COMPUTER guage syntax Some editors provide basic functionality with only 10 or 15 labeled buttons and a specially marked button may be the gateway to advanced or infre quently used features offered on the screen in menu form Immediate display of the results of an action When a button is pressed to move the cursor
13. Direct manipulation systems offer the satisfying experience of operating on visible objects The computer becomes transparent and users can concentrate on their tasks Direct Manipulation A Step Beyond Programming Languages Ben Shneiderman University of Maryland Leibniz sought to make the form of a symbol reflect its content In signs he wrote one sees an advantage for discovery that is greatest when they express the exact nature of athing briefly and as it were picture it then in deed the labor of thought is wonderfully diminished Frederick Kreiling Leibniz Scientific American May 1968 Certain interactive systems generate glowing en thusiasm among users in marked contrast with the more common reaction of grudging acceptance or out right hostility The enthusiastic users reports are filled with positive feelings regarding e mastery of the system e competence in the performance of their task e ease in learning the system originally and in assimi lating advanced features confidence in their capacity to retain mastery over time e enjoyment in using the system e eagerness to show it off to novices and e desire to explore more powerful aspects of the system These feelings are not of course universal but the amalgam does convey an image of the truly pleased user As I talked with these enthusiasts and examined the sys tems they used I began to develop a model of
14. OOM button will return the previous level See Figure 7 for a different approach to hierarchical directories Why not make airline reservations by showing the user a map and prompting for cursor motion to the departing and arriving cities Then use a calendar to select the date a clock to indicate the time and the plane s seating plan with diagonal lines across already reserved seats to select a seat Why not take inventory by showing the aisles of the warehouse with the appropriate number of boxes on each shelf McDonald has combined videodisc and com puter graphics technology in a medical supply inventory with a visual warehouse display Why not teach students about polynomial equations by letting them bend the curves and watch how the coef ficients change where the x axis intersects and how the derivative equation reacts gt 0 These ideas are sketches for real systems Competent designers and implementers must complete the sketches and fill in the details Direct manipulation has the power August 1983 P STEeree a colt cal T Ree w Jeeeo cotet AAR SESAR GA TOR a ee ee em eee e wees oee otee eee oeeo ooet deee ee ee OO B J SPENCES eee SR AN COON GRRE A RAE seo meee ee BRN A A e cone ee e were ween ae ee neh ore GARY SINGLETARY 1854 2847 OF THE CARD FILE SELECT A COMMAND Figure 6 This electronic Rolodex or phone number card file gives users rapid control over the card motion by a forwar
15. asic Books Inc New York 4890 Polynomials The Mathematics Teacher Vol 67 No 2 Ben Shneiderman R Mayer D McKay and P Heller Feb 1974 pp 111 113 Experimental Investigations of the Utility of Detailed Flowcharts in Programming Comm ACM Vol 20 No 6 June 1977 pp 373 381 Ben Shneiderman Control Flow and Data Structure Documentation Two Experiments Comm ACM Vol 25 No 1 Jan 1982 pp 55 63 Michael L Schneider Models for the Design of Static Software User Assistance Directions in Human Computer Interaction Albert Badre and Ben Shneider man eds Ablex Publishing Co Norwood N J 1982 Ben Shneiderman and Richard Mayer Syntactic Seman tic Interactions in Programmer Behavior A Model and Experimental Results Jnt J Computer and Informa tion Sciences Vol 8 No 3 1979 pp 219 239 Ben Shneiderman Software Psychology Human Factors and rp Sih vou Systems the coauthor of several textbooks in Computer and Information Systems Little Brown and and the editor of three collections of papers He has published Co Boston Mass 1980 s more than 80 research journal and conference articles Ben Shneiderman is an associate professor _ of computer science at the University of _ Maryland where he is pursuing research in the design of interactive computer sys _ tems He is the head of the recently formed Laboratory for Human Computer Inter ac
16. ask in the high level problem domain to the decom position into multiple lower level semantic operations and the conversion into a set of commands The syntax of text editors may vary but the decomposition from problem domain into low level semantics is largely the same At the syntax level the user must recall whether Spaces are permitted whether program function keys are available or whether command abbreviations are per mitted As a user of a half dozen text editors during a week I am very aware of the commonality of my thought pro cesses in problem solving and the diversity of syntactic forms with which I must cope Especially annoying are syntactic clashes such as the different placement of special characters on keyboards the multiple approaches to backspacing backspace key cursor control key or a mouse and the fact that one text editor uses K for keeping a file while another uses K for killing a file Implications of the syntactic semantic model Novices begin with a close link between syntax and semantics their attention focuses on the command syntax as they seek to remember the command functions and syntax In fact for novice users the syntax of a precise concise High Level Problem Domain CDC Editor Low Level Program Domain Semantic Knowledge Syntactic Knowledge Long Term Knowledge Figure 5 The semantic knowledge in long term memory goes from high level problem domain concepts
17. cause actions are so easily reversible e Users gain confidence and mastery because they in itiate an action feel in control and can predict system responses My own understanding of direct manipulation was facilitated by considering the syntactic semantic model of user behavior The cognitive model was first devel oped in the context of programming language experi mentation2 4 and has been applied to database query language questions The basic idea is that there are two kinds of knowledge in long term memory syntactic and semantic see Figure 5 Syntactic knowledge In a text editor syntactic knowledge the details of command syntax include permissible item delimiters space comma slash or col on insertion of a new line after the third line 13 I 3 or 31 or the keystroke necessary for erasing a character delete key CONTROL H or ESCAPE This knowl edge is arbitrary and therefore acquired by rote memori zation Syntactic knowledge is volatile in memory and easily forgotten unless frequently used 2 This knowledge is system dependent with some possible over lap among systems Semantic knowledge The concepts or functionality semantic knowledge are hierarchically structured from low level functions to higher level concepts In text editors lower level functions might be cursor movement insertion deletion changes text copying centering and indentation These lower level concepts are close to
18. changes on profits is immediately apparent Since Visicalc simulates an accountant s worksheet it is easy for novices to comprehend The display of 20 rows and up to nine columns with the provision for multiple windows gives the user sufficient visibility to easily scan information and explore relationships among entries see Figure 2 The command language for setting up the worksheet can be tricky for novices to learn and for infre quent users to remember but most users need learn only the basic commands According to Visicalc s distributor It jumps and the user s delight in watching this prop agation of changes cross the screen helps explain its appeal T zm mn mA i SION Ln on oe nc Dmc xm 4D ANDON NAC oe r e OND DII Sam n fr a am T bd P o a s WO NM iN A M Own 1 1 i l l 1 1 PERCENT 2 ee T pe e z PELC KN r pn i Ss pa te tS D n A TS oll mmr i ao denn aot am _ UT pan BAUDAT ot Lit ot JIT ot a A i A tt TROT _ y ye oia aA a en a a PO Taa ETEA AEN La Ni E Nn AE oe an CD oe RLS ma a v at Lia i i Sa Lays TROD i EAU On i W IAN A CID C000 IO CNB aM VD he ee ee pe pp Figure 2 This simple Visicalc program display top shows four col umns and 20 rows of home budget information The cur
19. computer can provide information about current voltage drops fabrication costs and warnings about inconsistencies or manufacturing problems Similarly newspaper layout artists or automobile body designers can try multiple designs in minutes and record promising approaches until a better one is found The pleasure in using these systems stems from the capacity to manipulate the object of interest directly and to generate multiple alternatives rapidly Some systems have complex command languages but others have moved to cursor action and graphics oriented commands Another related application is in computer aided manufacturing and process control Honeywell s process control system provides an oil refinery paper mill or power utility plant manager with a colored schematic view of the plant The schematic may be on eight displays with red lines indicating a sensor value that is out of normal range By pressing a single numbered but ton there are no commands to learn or remember the operator can get a more detailed view of the troublesome component and with a second press move the tree struc ture down to examine individual sensors or to reset valves and circuits The design s basic strategy precludes the necessity of recalling complex commands in once a year emergency conditions The plant schematic facilitates problem solv ing by analogy since the link between real world high temperatures or low pressures and screen represen
20. conds was all the training needed to become a compe tent novice but many hours of practice were required to become a skilled expert _ _ gt _ am i all e _ _ _ e gt Ss Contemporary games such as Missile Command Don key Kong Pac Man Tempest Tron Centipede or Space Invaders are far more sophisticated in their rules color graphics and sound effects see sidebar below and on facing page The designers of these games have pro vided stimulating entertainment a challenge for novices and experts and many intriguing lessons in the human factors of interface design somehow they have found a way to get people to put coins into the sides of com puters The strong attraction of these games contrasts markedly with the anxiety and resistance many users ex perience toward office automation equipment Because their fields of action are abstractions of reali ty these games are easily understood learning is by analogy A general idea of the game can be gained by watching the on line automatic demonstration that runs continuously on the screen and the basic principles can be learned in a few minutes by watching a knowledgeable player But there are ample complexities to entice many hours and quarters from experts The range of skill ac commodated is admirable The commands are physical actions such as button presses joystick motions or knob rotations whose results appear immediately on the
21. ct manipulation can be applied to replace tradi tional question and answer computer assisted instruc tion with more attractive alternatives Several CDC Plato lessons employ direct manipulation concepts enabling students to trace inherited characteristics by breeding drosophilla perform medical procedures to save an emergency room patient draw and move shapes by finger touches do chemistry lab projects see Figure 4 or play games Explanations of direct manipulation Several people have attempted to describe the com ponent principles of direct manipulation What you see is what you get is a phrase used by Don Hatfield of IBM and others to describe the general approach Hat field is applying many direct manipulation principles in his work on an advanced office automation system Ex panding Hatfield s premise Harold Thimbleby of the University of York England suggests What you see 1s what you have got The display should indicate a com plete image of what the current status is what errors have occurred and what actions are appropriate according to Thimbleby Another imaginative observer of interactive system designs Ted Nelson has noticed user excitement over interfaces constructed by what he calls the principle of k k h h K h A h N S OE GE E O E virtuality a representation of reality that can be ma nipulated Rutkowski conveys a similar concept in his principle o
22. d or backward joystick press Different commands can be displayed by moving the joystick left or right The lively motion of the cards and the natural commands appeal to many users Implemented by Gary Patterson in Basic on an Apple Il this system was part of a course project at the University of Maryland timing nemor y gt Tnternal gt A4 0 gt Hits Aa T ystem Figure 7 The Dirtree for directory tree program on the Perq computer of Three Rivers Computer Corporation is built from left to right by puck selections The details of lower level directories appear and the items can then be selected by moving a cursor onto the item In this figure the current item is AU shown in inverse video but the user has moved the cursor to Boot which is shown with a box around it If the button on the puck is pressed Boot would become the current item Figure courtesy of Three Rivers Computer Corporation 67 to attract users because it is comprehensible natural rapid and even enjoyable If actions are simple rever sibility ensured and retention easy then anxiety recedes and satisfaction flows in The tremendous growth of interest in interactive system design issues in the research community is en couraging Similarly the increased concern for improved human engineering in commercial products is a promis ing sign Academic and industrial researchers are apply ing controlled psychologically oriented experime
23. ed further the cards pass by more quickly as the joystick is reversed the direction of move ment reverses To change an entry users merely move the cursor over the field to be updated and and type the cor rection To delete an entry users merely blank out the fields Blank cards might be left at the top of the file but when the fields are filled in proper alphabetic placement is provided To find all entries with a specific zip code users merely type the zip code in the proper field and enter a question mark Checkbook maintenance and searching might be done in a similar fashion by displaying a checkbook register COMPUTER with labeled columns for check number date payee and amount The joystick might be used to scan earlier en tries Changes could be made in place new entries could be made at the first blank line and a check mark could be made to indicate verification against a monthly report Searches for a particular payee could be made by filling in a blank payee field and then typing a question mark Bibliographic searching has more elaborate re quirements but a basic system could be built by first showing the user a wall of labeled catalog index drawers A cursor in the shape of a human hand might be moved over to the section labeled Author Index and to the drawer labeled F L Depressing the button on the joystick or mouse would cause the drawer to open up and reveal an array of index cards with tab
24. f transparency The user is able to apply in tellect directly to the task the tool itself seems to disap pear MacDonald proposes visual programming as a solution to the shortage of application progammers He feels that visual programming speeds system con struction and allows end users to generate or modify applications systems to suit their needs Each of these writers has helped increase awareness of the new form that is emerging for interactive sys tems Much credit also goes to individual designers who have created systems exemplifying aspects of direct manipulation Problem solving and learning research Another perspective on direct manipulation comes from psychol ogy literature on problem solving It shows that suitable representations of problems are crucial to solution find ing and to learning Polya suggests drawing a picture to represent math ematical problems This approach is in harmony with Maria Montessori s teaching methods for children 4 She proposed use of physical objects such as beads or wood en sticks to convey mathematical principles such as addi tion multiplication or size comparison Bruner ex tends the physical representation idea to cover polynom ial factoring and other mathematical principles In a re cent experiment Carroll Thomas and Malhotra found that subjects given a spatial representation solved problems more rapidly and successfully than subjects given an iso
25. fourth problem is that graphic representations may take excessive screen display space For experienced users a tabular textual display of 50 document names is far more appealing than only 10 document graphic icons with the names abbreviated to fit the icon size Icons Choosing the right representations and operations is not easy Simple metaphors analogies or models with a minimal set of concepts seem most appropriate should be evaluated first for their power in displaying static information about objects and their relationship and second for their utility in the dynamic processes of selection movement and deletion Choosing the right representations and operations 1s not easy Simple metaphors analogies or models with a minimal set of concepts seem most appropriate Mixing metaphors from two sources adds complexity which contributes to confusion The emotional tone of the metaphor should be inviting rather than distasteful or in appropriate sewage disposal systems are an inap propriate metaphor for electronic message systems Since users may not share the designer s metaphor anal ogy or conceptual model ample testing is required The syntactic semantic model The attraction of sys tems that use principles of direct manipulation is con firmed by the enthusiasm of their users The designers of the examples given had an innovative inspiration and an intuitive grasp of what users wanted Each example has featu
26. from a building floor Figure 3 A spatial data management system has been in stalled on the aircraft carrier USS Carl Vinson In the photo at top left the operator has a world map on the left screen and a videodisc map of selected areas on the center screen After some command selections with the data tablet and puck the operator can zoom in on specif ic data such as the set of ships shown in the second photo With further selections the operator can get de tailed information about each ship such as the length speed and fuel Photos courtesy of Computer Corporation of America In 1971 about the only people playing video games were students in computer science laboratories By 1973 however millions of people were familiar with at least one video game Pong above left A few years later came Breakout above right which according to many designers was the first true video game and the best one ever invented Pong and other early games imitated real life but Breakout could not have existed in any medium other than video In the game a single paddle directed a ball toward a wall of color bricks contact made a brick vanish and changed the ball s speed When the first arcade video game Computer Space went on location in a Sears store its joystick was torn off before the end of the first day As a result game designers have sought controls that were both easy to use and hard to destroy Centipede above left uses simple con
27. he more familiar high level problem domain viewpoint The titles of sections should describe problem domain operations that the user deals with regularly Then the details of the commands used to accomplish the task can be presented and finally the actual syntax can be shown Manuals that have alphabetically arranged sections devoted to each com mand are very difficult for the novice to learn from because it 1s difficult to anchor the material to familar concepts The success of direct manipulation is understandable in the context of the syntactic semantic model The ob ject of interest is displayed so that actions are directly in the high level problem domain There is little need for decomposition into multiple commands with a complex syntactic form On the contrary each command pro duces a comprehensible action in the problem domain that is immediately visible The closeness of the problem domain to the command action reduces operator problem solving load and stress Dealing with representations of objects may be more natural and closer to innate human capabilities action and visual skills emerged well betore language in human evolution Psychologists have long known that spatial relationships and actions are more quickly grasped with visual rather than linguistic representa tions Furthermore intuition and discovery are often promoted by suitable visual representations of formal mathematical systems Piaget described four
28. morphic problem with temporal representa Pouch COCL or WARM to charge bath temperature Pisi Hho the receiv r Figure 4 Computer assisted instruction can become more appealing with direct manipulation rather than simple question and answer scenarios This CDC Plato lesson written by Stanley Smith of the Department of Chemistry at the University of Illinois allows students to construct a distillation apparatus by proper finger actions on a touch sensitive screen figure at left Once the student has assembled the apparatus and begun the experiment the real time display gives a realistic view of the process with the graph of distillation temperature vs volume The student controls the experiment by touching light buttons The figure at right shows that the student experimenter has gotten into trouble August 1983 63 64 tion Deeper understanding of visual perception can be obtained from Arnheim and McKim 8 Physical spatial or visual representations are also easier to retain and manipulate Wertheimer found that subjects who memorized the formula for the area of a parallelogram A h x b mastered such calculations rapidly On the other hand subjects who were given a structural explanation cut a triangle from one end and place it on the other retained the knowledge and applied it in similar circumstances more effectively In plane geometry theorem proving a Spatial representation facil itates discover
29. nta tion gt to develop a finer understanding of human perfor mance and to generate a set of practical guidelines Com mercial designers and implementers are eagerly awaiting improved guidelines and increasingly using pilot studies and acceptance tests to refine their designs Interactive systems that display a representation of the object of interest and permit rapid incremental revers ible operations through physical actions rather than com mand syntax are attracting enthusiastic users Immediate visibility of the results of operations and a layered or spiral approach to learning contribute to the attraction Each of these features needs research to refine our understanding of its contributions and limitations But even while such research is in progress astute designers can explore this approach The future of direct manipulation is promising Tasks that could have been performed only with tedious THE NAVAL COASTAL SYSTEM S CENTER Nese Panama City Florida Offers SOFTWARE and SONAR ENGINEERING POSITIONS 20 256 53 661 Depending on Qualifications CHALLENGING ASSIGNMENTS CAREER GROWTH LOW COST OF LIVING BEAUTIFUL ENVIRONMENT Join a rapidly expanding team of scientists and engineers engaged in Research Development Test and Evaluation of major Navy Systems Supporting Mine Countermeasures Swimmer Oper ations Diving and Salvage Coastal and Inshore Defense and Am phibious Warfare Qualifications
30. res that could be criticized but it seems more pro ductive to construct an integrated portrait of direct manipulation e Continuous representation of the object of interest e Physical actions movement and selection by mouse joystick touch screen etc or labeled button presses instead of complex syntax e Rapid incremental reversible operations whose im pact on the object of interest is immediately visible e Layered or spiral approach to learning that permits usage with minimal knowledge Novices can learn a modest and useful set of commands which they can exercise till they become an expert at level 1 of the system After obtaining reinforcing feedback from successful operation users can gracefully expand their knowledge of features and gain fluency By using these four principles it is possible to design systems that have these beneficial attributes e Novices can learn basic functionality quickly usual ly through a demonstration by a more experienced user COMPUTER e Experts can work extremely rapidly to carry out a wide range of tasks even defining new functions and features e Knowledgeable intermittent users can retain opera tional concepts e Error messages are rarely needed e Users can immediately see if their actions are fur thering their goals and if not they can simply change the direction of their activity e Users experience less anxiety because the system is comprehensible and be
31. rogramming Datamation Vol 28 No 11 Oct 1982 pp 132 140 13 George Polya How to Solve It Doubleday New York 1957 14 Maria Montessori The Montessori Method Schocken New York 1964 COMPUTER 20 a 22 2F 24 25 James Bruner Toward a Theory of Instruction Harvard 26 Ben Shneiderman A Note on Human Factors Issues of University Press Cambridge Mass 1966 Natural Language Interaction with Database Systems John M Carroll J C Thomas and A Malhotra oe Sa VOL 6 No 2 EBP 1981 pp Presentation and Representation in Design Problem Solving British J Psych Vol 71 1980 pp 143 153 27 D P Ausubel Educational Psychology A Cognitive Ap Rudolf Arnheim Visual Thinking University of Califor proach Holt Rinehart and Winston New York 1968 nia Press Berkeley Calif 1972 28 Richard W Copeland How Children Learn Mathematics third ed MacMillan New York 1979 Robert H McKim Experiences in Visual Thinking Brooks Cole Publishing Co Monterey Calif 1972 29 Nancy McDonald Multi media Approach to User Inter Max Wertheimer Productive Thinking Harper and Row face Human Factors in Interactive Comp uter Systems New York 1959 Yannis Vassiliou ed Ablex Publishing Co Norwood N J to appear in 1983 Seymour Papert Mindstorms Children Computers and 30 Ben Shneiderman A Computer Graphics System for Powerful Ideas B
32. s offering a finer index Moving the cursor finger and depressing the selec tion button would cause the actual index cards to appear Depressing the button while holding a card would cause copying of the card into the user s notebook also represented on the screen Entries in the notebook might be edited to create a printed bibliography or combined with other entries to perform set intersections or unions Copies of entries could be stored on user files or trans mitted to colleagues by electronic mail It is easy to visualize many alternate approaches so careful design and experimental testing will be necessary to sort out the successful comprehensible approaches from the idiosyn cratic ones It is possible to apply direct manipulation to en vironments for which there is no obvious physical parallel Imagine a job control language that shows the file directory continuously along with representations of computer components A new file is created by typing its name into the first free spot in the directory listing A file name is deleted by blanking it out Copies are made by locking a cursor onto a file name and dragging it to a pic ture of a tape drive or a printer For a hierarchical direc tory the roots are displayed until a zoom command causes the next level of the tree to appear With several presses of the button labeled ZOOM a user should be able to find the right item in the directory but if he goes down the wrong path the UNZ
33. screen Since there is no syntax there are no syntax error messages If users move their spaceships too far left then they merely use the natural inverse operation of moving back to the right Error messages are unnecessary because the results of ac inkey Kong Space Invaders and Tron clockwise from above emplify the lively variety of video games now inviting the er s loose change As of mid 1981 according to Steve Bloom thor of Video Invaders more than four billion quarters had en dropped into Space Invaders games around the rid that s roughly one game per earthling tleo game photos reprinted courtesy of EEE Spectrum For a more complete sort on the topic see Video Games The Electronic Big Bang by Tekla ry Carol Truxal and Paul Wallich in EEE Spectrum Vol 19 No 12 Dec 82 pp 20 33 August 1983 tions are so obvious and easily reversed These principles can be applied to office automation personal comput ing and other interactive environments Every game that I have seen keeps a continuous score so that users can measure their progress and compete with their previous performance with friends or with the highest scorers Typically the 10 highest scorers get to store their initials in the game for regular display a form of positive reinforcement that encourages mastery Malone s and our own studies with elementary school children have shown that continuous display of scores is
34. sor an inverse video light bar controlled by key presses is in position C2 The top command line shows that C2 is a value as opposed to a text string that has been set up to have the same value as position B2 The second display above shows two windows over the home budget data with row sums to the right The last row shows leisure dollar amounts which are established by the top command line formula as the income minus the sum of expenses A change to the income or ex pense values would immediately propagate to all affected values Displays reproduced by permission of Visicorp 59 60 Spatial data management The developers of the pro totype spatial data management system attribute the basic idea to Nicholas Negroponte of MIT In one scenario a user seated before a color graphics display of the world zooms in on the Pacific to see markers for military ship convoys Moving a joystick fills the screen with silhouettes of individual ships which can be zoomed in on to display structural details or ultimate ly a full color picture of the captain See Figure 3 In another scenario icons representing different aspects of a corporation such as personnel organiza tion travel production or schedules are shown on a screen Moving the joystick and zooming in on objects takes users through complex information spaces or I spaces to locate the item of interest For example when they select a department
35. tations is SO Close Further examples Driving an automobile is my favorite example of direct manipulation The scene is directly visible through the windshield and actions such as braking or steering have become common skills in our culture To turn to the left simply rotate the steering wheel to the left The response is immediate and the changing scene provides feedback to refine the turn Im agine trying to turn by issuing a LEFT 30 DEGREES command and then issuing another command to check your position but this is the operational level of many office automation tools today The term direct manipulation accurately describes the programming of some industrial robots Here the opera tor holds the robot s hand and guides it through a spray painting or welding task while the controlling com puter records every action The control computer then repeats the action to operate the robot automatically A large part of the success and appeal of the Query by Example approach to data manipulation is due to its direct representation of relations on the screen The user moves a cursor through the columns of the relational table and enters examples of what the result should look like Just a few single letter keywords supplement this direct manipulation style Of course complex Booleans or mathematical operations require knowledge of syntac tic forms Still the basic ideas and language facilities can be learned within a half ho
36. the syntax of the command language A middle level seman tic concept for text editing might be the process for cor recting a misspelling produce a display of the misspelled word move the cursor to the appropriate spot and issue the change command or key in the correct characters A higher level concept might be the process for moving a sentence from one paragraph to another move the cur sor to the beginning of the sentence mark this position move the cursor to the end of the sentence mark this se cond position copy the sentence to a buffer area clean up the source paragraph move the cursor to the target location copy from the buffer check that the target paragraph is satisfactory and clear the buffer area The higher level concepts in the problem domain moving a sentence are decomposed by the expert user top down into multiple lower level concepts move cursor copy from buffer etc closer to the program or syntax domain Semantic knowledge is largely system independent text editing functions inserting deleting August 1983 lines moving sentences centering indenting etc are generally available in text editors although the syntax varies Semantic knowledge which is acquired through general explanation analogy and example is easily an chored to familiar concepts and is therefore stable in memory The command formulation process in the syntactic semantic model proceeds from the user s perception of the t
37. tion within the Center for Automation Research Shneiderman is the author of Software Psychology Human Factors in Computer FORBES SAYS 990 e Plan Before even talking to the ee salesman spend some time with escribed The Software Catalog juiy 4 1983 Indexed 8 different ways by e Application Subject Computer System Operating System e Programming Language Microprocessor e Package Name Software Vendor Published every 6 months with supplemental updates three months later Single Copy Standing Order MICROCOMPUTERS 69 00 58 50 Supplemental Update Micro 15 00 12 75 MINICOMPUTERS 95 00 80 75 Supplemental Update Mini 15 00 12 75 b amp it gives concise descriptions of packages that will interest professionals in the accounting legal architectural medical and dental fields Call 1 800 223 2115 in New York State 1 212 867 9040 Ext 307 ELSEVIER INTERNATIONAL SOFTWARE DATABASE Elsevier Science Publishing Inc Box CR 52 Vanderbilt Ave New York New York 10017 Reader Service Number 6
38. trols a trackball and one button On the other hand Defender above right has five buttons and a joystick novice players are confused by these relatively complex controls and usually give up after a few seconds COMPUTER plan individual offices become visible Moving the cur sor into aroom brings the room s details onto the screen If they choose the wrong room they merely back out and try another The lost effort is minimal and no stigma is attached to the error The success of a spatial data management system de pends on the designer s skill in choosing icons graphical representations and data layouts that are natural and easily understood Even anxious users enjoy zooming in and out or gliding over data with a joystick and they quickly demand additional power and data Video games Perhaps the most exciting well engi neered certainly the most successful application of direct manipulation is in the world of video games An early but simple and popular game called Pong re quired the user to rotate a knob which moved a white rectangle on the screen A white spot acted as a Ping Pong ball which ricocheted off the wall and had to be hit back by the movable white rectangle The user developed skill involving speed and accuracy in placement of the paddle to keep the increasingly speedy ball from get ting by while the speaker emitted a ponging sound when the ball bounced Watching someone else play for 30 se
39. ull page display editors for secretarial and executive use The advantages of display editors include Display of a full 24 to 66 lines of text This full display enables viewing each sentence in context and simplifies reading and scanning the document By contrast the A portion of this article was derived from the author s keynote address at the NYU Symposium on User Interfaces The Future of Interactive Systems and the Emergence of Direct Manipulation published in Human Factors in Interactive Computer Systems Y Vassiliou ed Ablex Publishing Co Norwood N J 1983 1983 EEF 58 one line at a time view offered by line editors is like see ing the world through a narrow cardboard tube Display of the document in its final form Eliminat ing the clutter of formatting commands also simplifies reading and scanning the document Tables lists page breaks skipped lines section headings centered text and figures can be viewed in the form that will be printed The annoyance and delay of debugging the format com mands is eliminated because the errors are immediately apparent Cursor action that is visible to the user Seeing an ar row underscore or blinking box on the screen gives the operator a clear sense of where to focus attention and ap ply action EDIT SPFDEMO MYLIB PLI COINS 01 04 COMMAND INPUT gt Cursor motion through physically obvious and intui tively natural means Arrow keys
40. ur by many nonprogrammers Query by Example succeeds because novices can begin work with just a little training yet there is ample power for the expert Directly manipulating the cursor across the relation skeleton is a simple task and how to provide an example that shows the linking variable is intuitively clear to someone who understands tabular data Zloof recently expanded his ideas into Office by Example which elegantly integrates database search with word processing electronic mail business graphics and menu creation Designers of advanced office automation systems have used direct manipulation principles The Xerox Star of fers sophisticated text formatting options graphics multiple fonts and a rapid high resolution cursor based user interface Users can drag a document icon and drop it into a printer icon to generate a hardcopy print out Apple s recently announced Lisa system elegantly applies many of the principles of direct manipulation Researchers at IBM s Yorktown Heights facility have proposed a future office system called Pictureworld in which graphic icons represent file cabinets mailboxes notebooks phone messages etc The user could com COMPUTER pose a memo on a display editor and then indicate distri bution and filing operations by selecting from the menu of icons In another project Yedwab et al have de scribed a generalized office system which they call the automated desk Dire
41. y of proof procedures more than an ax iomatic representation The diagram provides heuristics that are difficult to extract from the axioms Similarly students of algebra are often encouraged to draw a pic ture to represent a word problem Papert s Logo language creates a mathematical microworld in which the principles of geometry are visl ble Influenced by the Swiss psychologist Jean Piaget s theory of child development Logo offers students the Opportunity to create line drawings with an electronic turtle displayed on a screen In this environment users can receive rapid feedback about their programs can easily determine what has happened can quickly spot and repair errors and can experience creative satisfaction Problems with direct manipulation Some profession al programming tasks can be aided by the use of graphic representations such as high level flowcharts record structures or database schema diagrams but additional effort may be required to absorb the rules of the repre sentation Graphic representations can be especially helpful when there are multiple relationships among ob jects and when the representation is more compact than the detailed object In these cases selectively screening out detail and presenting a suitable abstraction can facilitate performance However using spatial or graphic representations of the problem does not necessarily improve performance In a series of studies subjects given a
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