Abstract
Human conversations have long been considered as a model for interaction with
computers [1]. One theory of human conversations, proposed by Clark and
Schaefer [2, 3], has already been used in other HCI efforts. In the work
proposed here, another part of this theory, the states of understanding
principles, is used as the basis for a model of feedback for graphical
interaction techniques. A formal evaluation of the feedback model will be
performed. The feedback model is extended to a multi-threaded dialogue model
with which to handle interruption and cancellation requests as negotiated
requests. The proposed dialogue model will serve as the requirement
specification for the design of a dialogue controller in a user interface
management system (UIMS). A prototype of this model will be built and a
usability study will be conducted.
Keywords:
human-computer dialogues, feedback, states of understanding, user
interface management systems
Introduction
Graphical user interfaces, specifically those following direct manipulation
principles, have made computers easier to use and accessible to more users. But
graphical user interfaces are still difficult to design due in part to the lack
of principles describing how users behave in an interactive human-computer
dialogue. This work studies some aspects of human conversation in an effort to
identify principles that can be used to build more natural human-computer
dialogues. While some principles of human-human conversation have been studied
in natural language systems, little research has been done on how those
principles apply to graphical user interfaces. The principles studied here will
in turn be used as requirements of the design of a dialogue controller in a
UIMS.
Dialogue in human conversation is the exchange of ideas, information, commands,
etc. between two or more participants. The dialogue flow follows certain
patterns and rules that make it easy for participants to exchange information.
In a conversation, there are usually several dialogues being interleaved; some
parts are suspended and resumed later, others are suspended never to be resumed
again. It is this flexibility in the flow of human dialogue that we would like
to achieve in human-computer dialogues.
The theory of contributions to conversations, as presented in [2-4], has
already been applied in the study of human-computer dialogues. In [5], Payne
analyzes the interaction in MacDraw based on presentation/acceptance trees.
Brennan and Hulteen have defined a model of adaptive speech feedback [6] based
on the states of understanding (SOU) principles. The work described here uses
the SOU principles as the basis for a feedback model for graphical interaction,
such as click-and-drag operations.
SOU is one of many ways participants in conversations fulfill their goals in a
collaborative process. The "listener" provides evidence of his/her SOU thus
allowing the speaker to adapt according to the specific SOU. If a SOU is not
clearly communicated by the "listener", the "speaker" will seek further
evidence that the communication was received; that is the "speaker" seeks extra
evidence to achieve grounding [4]. This process provides the starting point for
the proposed model of feedback for graphical interaction techniques.
PROPOSED WORK
The work of this dissertation involves the definition of a behavioral model of
feedback for graphical interaction techniques and the definition of a software
runtime architecture for a UIMS dialogue controller based on conversational
principles. The research will seek evidence to validate the behavioral
principles presented in the feedback model. The runtime architecture
incorporates the feedback model but also supports meta-dialogue turns in
multi-threaded dialogues.
Feedback Model
This research defines a model of feedback based on the principles of states of
understanding. The collaborative process of conversations requires evidence of
understanding for participants to move forward in the dialogue. This is
provided in part as evidence of state of understanding. Previous work on
feedback was based on timing delays and their effects on user's behavior,
ignoring the dynamic conversational behavior of human dialogue. The UIMS
literature deals with constructional issues of feedback but it accounts only
for how the feedback should be programmed.
The model of feedback for graphical interaction techniques defines the
different types of feedback for interaction techniques that must be provided to
the user, the purpose each feedback type fulfills in a collaborative dialogue,
and the behavior each feedback type is intended to produce in the human
dialogue partner. The model also accounts for a collaborative view of graphical
interaction techniques.
The model contains five "simulated states of understanding" (SSOU): busy,
buffering, ready, processing, and reporting. Each SSOU feedback state is
intended to produce conversational behavior on the part of the user similar to
that produced by the corresponding SOU [2]. The feedback model prescribes the
type of feedback to be provided based on its conversational purpose but not the
specific form in which it must be provided.
The principles defined in the feedback model will be evaluated with a formal
evaluation. Participants will be asked to perform a problem solving task doing
click-and-drag manipulations. The task involves pairing objects on the screen
by dragging an object over to another object that matches in shape and color.
The system at times will be "busy" and thus will ignore user actions. This
state roughly corresponds to SOU 0: "Not Listening." At other times the system
will be "delayed" and user actions will be accepted but will be processed after
a "delay" to simulate the system being overloaded. This state doesn't
correspond directly to any one of the SOU, but it is typical of human-computer
dialogues and thus has been included in the model. Two treatments include
providing feedback based on the proposed model and feedback based on
traditional practices. Performance will be computed based on a task score, time
to complete a task, and the number of repairs (incomplete or ignored user
actions) in a task.
Software Architecture for Dialogue Controller
In this part of the dissertation the feedback model is extended to account for
multiple concurrent activities that can last "long" periods of time. The
extension divides the processing and reporting states into three new states:
intending, acting, and reporting, similar to what is proposed in [6]. But here,
these states are used to allow the user to interrupt and cancel dialogue
threads in a multi-threaded dialogue. A prototype of the dialogue controller
for a UIMS will be built based on this extension.
A limitation of dialogue controllers in UIMS is that they do not provide good
facilities to define "global" operations, such as interruptions and
cancellations. Most controllers define a global action or a global state to
handle this requests. This makes it very difficult to handle these global
requests in a generalized way based on the state of the dialogue in which they
are invoked. The model proposed here defines interruptions and cancellations in
a localized structure with the handling of them depending on the structure of
the dialogue where they are invoked.
Many existing software notations and implementations require that the whole
dialogue structure be defined at design time. Current software practices
prohibit this design time definition. For example, software is designed in
modular parts either through the combination of several applications to achieve
one goal, such as Mosaic, or through the combination of runtime components to
produce one application, such as OpenDoc or OLE. Due to this runtime
combination, some parts of the dialogue structure have to be built or combined
at runtime. The model proposed here allows for design time local structures to
be organized at runtime to build the global dialogue structure.
This research defines a runtime architecture for a dialogue controller such
that:
1) interruptions, cancellations, and suspensions are viewed as meta-dialogue
turns in a human-computer dialogue,
2) handling of these turns are negotiated based on the dialogue context in
which they were invoked,
3) handling is based on dialogue structure which is built at runtime by
combining design time components.
The runtime architecture will be evaluated by building a prototype dialogue
controller for a user interface management system. Several dialogues requiring
negotiation over interruptions and cancellations will be constructed and
usability studies will be performed on these to exercise the runtime
architecture. The implementation of these dialogues will be compared with other
notations and other models.
CONCLUSION
Human conversations follow principles that improve communication. Some of these
principles also apply in human-computer dialogues. This work has identified
several principles that apply to graphical user interfaces. These principles
are being used as the basis for a dialogue controller of a user interface
management system.
ACKNOWLEDGEMENTS
The Dialogue Research Group at the Naval Research Laboratory helped form many
of these ideas. This work has been funded by the Economic Development
Administration of Puerto Rico.
References
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