Chunking and phrasing and the design of human-computer dialogues
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Citations
Bricks: laying the foundations for graspable user interfaces
Specifying gestures by example
Sensing techniques for mobile interaction
Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays
On the need for attention-aware systems : Measuring effects of interruption on task performance, error rate, and affective state
References
The relation of strength of stimulus to rapidity of habit-formation
The Psychology of Human-Computer Interaction
Acquisition of cognitive skill
Mechanisms of Skill Acquisition and the Law of Practice
Related Papers (5)
Frequently Asked Questions (10)
Q2. What is the main argument for the argument that the authors can use to develop a phrase structure?
One of their main arguments is that the authors can use tension and closure to develop a phrase structure to their human-computer dialogues which reinforces the chunking that the authors are trying to establish.
Q3. What are the raw materials of establishing a phrase structure?
In the "body-language" of haptic input, kinesthetics and muscular tension are the raw materials of establishing a phrase structure.
Q4. What affects the quality of the user interface of an interactive system?
It affects learnability, the frequency and nature of user errors, the retention of skills (as with non-regular users) and the speed of task performance.
Q5. What is the "Glue" that ties the three sub-tasks together?
In this case, the "glue" that ties the three sub-tasks together is the tension of holding the mouse button down throughout the transaction.
Q6. What are some examples of the heuristics that Reisner developed?
The lack of pressure sensitive devices (such as mouse buttons to control line thickness), foot controls, and two-handed input are just a few obvious examples.
Q7. What is the structure of the primitives?
the moment that the authors change transducers and use a QWERTY keyboard, specifying the same coordinates involves two primitives, namely quantify X and quantify Y.The authors see from this example that even Foley, Wallace and Chan's six primitives have a deep structure.
Q8. What is the simplest way to organize a text?
In so doing, they came up with six basic primitives:• Select an item in 1, 2, or 3D; • Position an item in 1, 2, or 3D; • Orient (rotate) an item in 1, 2, or 3D; • Path : specify a path, such as in inking in a paint program; • Quantify : specify a numerical value; • Text : enter text, as in word processing
Q9. What is the way to simplify the user interface?
Rather than simplifying the user interface, therefore, it is possible that the single-operand-per-verb strategy simply redistributes the cognitive loading.
Q10. What is the definition of "Subroutine cognitive skills"?
Anderson (1982) describes the acquisition of such skills as being based upon the compilation and proceduralization of knowledge about the underlying sub-tasks.