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42  Chapter 2   Understanding and conceptualizing interaction


                          1.  Instructing
                          This kind of conceptual model describes how users carry out their tasks through in-
                          structing the system what to do. Examples include giving instructions to a system to
                          perform operations like tell the time, print a file, and remind  the user of  an ap-
                          pointment. A diverse r.?nge  of devices has been designed based on this model, in-
                          cluding VCRs, hi-fi systems,  alarm clocks, and computers. The way in which the
                          user issues instructions can vary from pressing buttons to typing in strings of char-
                          acters. Many activities are readily supported by giving instructions.
                              Operating systems like Unix and DOS have been specifically designed as com-
                          mand-based systems, to which the user issues instructions at the prompt as a com-
                          mand or set of commands. In Windows and other GUI-based systems, control keys
                          or the selection of menu options via a mouse are used. Well-known applications that
                          are command-based  include word  processing,  email, and  CAD. Typically, a  wide
                          range of functions is provided from which users choose when they want to do some-
                          thing to the object they are working on. For example, a user writing a report using a
                          word processor will want to format the document, count the numbers of words typed,
                          and check the spelling. The user will need to instruct the system to do these opera-
                          tions by issuing apprbpriate commands. Typically, commands are carried out in a se-
                          quence, with the system responding appropriately (or not) as instructed.
                              One of  the main benefits of  an instruction-based conceptual model is that it
                          supports quick and efficient interaction. It is particularly suited to repetitive kinds
                          of  actions performed on multiple objects. Examples include the repetitive actions
                          of saving, deleting, and organizing email messages or files.



                          There are many different kinds of  vending machines in the world. Each offers a range of
                          goods, requiring the user initially to part with some money. Figure 2.3 shows photos of  two
                          different vending machines, one that provides soft drinks and the other a range of  snacks.
                          Both support the interaction style of  issuing instructions. However, the way  they do it is
                          quite different.
                             What instructions must be issued to obtain a can of  soft drink from the first machine and
                          a bar of  chocolate from the second? Why has it been necessary to design a more complex
                          mode of  interaction for the second vending machine? What problems can arise with this
                          mode of interaction?

            Comment       The first vending machine has been designed on a very simple instruction-based conceptual
                          model. There are a small number of drinks to choose from and each is represented by a large
                          button displaying  the label of  each drink. The user simply  has to  press one button and
                          (hopefully) this will have the effect of  returning the selected drink. The second machine is
                          more complex, offering a wider range of  snacks. The trade-off for providing more choices,
                          however, is that the user can no longer instruct the machine by using a simple one-press ac-
                          tion but is required to use a more complex process, involving: (i) reading off  the code (e.g.,
                          C12) under the item chosen, then (ii) keying this into the number pad adjacent to the dis-
                          played  items, and  (iii) checking  the  price of  the selected  option  and  ensuring that  the
                          amount of  money inserted is the same or more (depending on whether or not the machine
                          provides change). Problems that can arise from this mode of  interaction are the customer
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