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# Explorable interface

Requires patterns Warning sounds, Rewarding sounds, Single setting, Multiple settings, Visual symbols

 ...when you and the user agree that an interactive (direct manipulation) interface is the most appropriate for the system (Interaction Style), it is still necessary to provide the user, who has knowledge in his task domain, a path to attain his goals even if he is not computer literate.

 A user will be apprehensive of interfacing with the application when they view the computer as nemesis. An relationship needs to be formed between the user and the application. The interface must provide the means to do so.

For experienced users, prior bad experiences make them wary of using your application. That user wants an application interface that they don't feel timid around, an interface that doesn't feel dangerous to use.

If the user accidently deletes text, or bolds a selected paragraph instead of justifying it, he wants to undo that mistake. Applications which do not provide that functionality are mistrusted; the user will never venture beyond the safety of well known features and commands.

Both novices and experienced users will not only want a trustworthy interface, but will want the computer to help them complete their tasks in a manner that puts less of the burden on them, and more on the computer.

Complicated or boring interfaces (especially those that require repetitive actions) make the user aware that a computer is situated between him and his work. A person with low motivation will become even less motivated when confronted with a complicated interface. An ideal interface is non-obtrusive and lets the user concentrate on the task at hand. The interface is the user's guide through the task domain.

Therefore:

==> Provide a graphical interface which allows the user to experiment and explore the application. In order to keep the user engaged, you must build trust. Don't allow the result of manipulation to destroy the user's trust in the application. Any user initiated command should be immediately reversible or cancelable. <==

The point and click aspect of a direct manipulation interface presents the user with objects and actions he is familiar with. This helps minimize the amount of computer literacy and memorization required to use the interface. The unmotivated users become engaged with the little gadgets they can click on.

Engagement occurs when a user experiences direct interaction with the objects in a domain; the feeling of manipulating the actual object instead of computer representations.

Personal computer based word processing software, such as Microsoft Word and Wordperfect use an explorable graphical user interface. When the user changes the font style, the display is updated to show how the page will look when the document is printed. If the user doesn't like what he sees, then he can choose another font or go back to the original. When the user prints the document, and suddenly realizes that the printer is not configured to use the font, he can cancel the print job before it wastes lots of paper. The user feels safe playing with the interface.

Other good examples of explorable interfaces include Desktop GUI environments such as the Macintosh Finder and CDE (Common Desktop Environment).

Now determine if the majority of the user interaction will occur in a Single setting or if Multiple settings will be required to support all of the user's activities. Provide appropriate Visual symbols to keep the user engaged and informed. In addition to visual feedback provide positive audio feedback (Rewarding sounds) or negative audio feedback (Warning sounds)...