TL;DR: It is believed that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.
Abstract: We are in the midst of an explosion of emerging human-computer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs. We believe that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.
TL;DR: This chapter describes research at NRL on developing interaction techniques that incorporate eye movements into the user-computer dialogue in a convenient and natural way, and considers eye movement-based interaction as an exemplar of a new, more general class of non-command-based user- computer interaction.
Abstract: User-computer dialogues are typically one-sided, with the bandwidth from computer to user far greater than that from user to computer. The movement of a user’s eyes can provide a convenient, natural, and high-bandwidth source of additional user input, to help redress this imbalance. We therefore investigate the introduction of eye movements as a computer input medium. Our emphasis is on the study of interaction techniques that incorporate eye movements into the user-computer dialogue in a convenient and natural way. This chapter describes research at NRL on developing such interaction techniques and the broader issues raised by non-command-based interaction styles. It discusses some of the human factors and technical considerations that arise in trying to use eye movements as an input medium, describes our approach and the first eye movement-based interaction techniques that we have devised and implemented in our laboratory, reports our experiences and observations on them, and considers eye movement-based interaction as an exemplar of a new, more general class of non-command-based user-computer interaction.
TL;DR: This paper reviews some of the theory and modeling supporting the practice of HCI, development life cycles and activities, and much of the practice that constitutes “usability engineering”.
TL;DR: Children's use of two common mouse interaction styles, drag-and-drop and point- and-click, are investigated to determine whether the choice of interaction style impacts children's performance in interactive learning environments and whether either method was superior to the other in terms of speed, error rate, or user preference.
Abstract: This research investigates children's use of two common mouse interaction styles, drag-and-drop and point-and-click, to determine whether the choice of interaction style impacts children's performance in interactive learning environments. The interaction styles were experimentally compared to determine if either method was superior to the other in terms of speed, error rate, or user preference, for children. The two interaction styles were also compared based on children's achievement and motivation, within a commercial software environment. Experiment I used an interactive learning environment as children played two versions of an educational puzzle-solving game, each version utilizing a different mouse interaction style; experiment II used a mouse-controlled software environment modeled after the educational game. The results were similar to previous results reported for adults: the point-and-click interaction style was faster; fewer errors were committed using it; and it was preferred over the drag-and-drop interaction style. Within the context of the puzzle-solving game, the children solved significantly fewer puzzles, and they were less motivated using the version that utilized a drag-and-drop interaction style as compared to the version that utilized a point-and-click interaction style. These results were also explored through the use of state-transition diagrams and GOMS models, both of which supported the experimental data gathered.
TL;DR: In this paper, the authors argue that chatbots should be enriched with social characteristics that cohere with users' expectations, ultimately avoiding frustration and dissatisfaction, and bring together the literature on text-based chatbots to derive a conceptual model of social characteristics for chatbots.
Abstract: Chatbots' growing popularity has brought new challenges to HCI, having changed the patterns of human interactions with computers. The increasing need to approximate conversational interaction styles raises expectations for chatbots to present social behaviors that are habitual in human-human communication. In this survey, we argue that chatbots should be enriched with social characteristics that cohere with users' expectations, ultimately avoiding frustration and dissatisfaction. We bring together the literature on disembodied, text-based chatbots to derive a conceptual model of social characteristics for chatbots. We analyzed 56 papers from various domains to understand how social characteristics can benefit human-chatbot interactions and identify the challenges and strategies to designing them. Additionally, we discussed how characteristics may influence one another. Our results provide relevant opportunities to both researchers and designers to advance human-chatbot interactions.