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2.3  Conceptual models  43








































                        Figure 2.3 Two vending machines, (a) one selling soft drinks, (b) the other selling a range of
                        snacks.


                        misreading the code and or mistyping in the code, resulting in the machine not issuing the
                        snack or providing the wrong sort.
                           A better way of designing an interface for a large number of choices of variable cost is to
                        continue to use direct mapping, but use buttons that show miniature versions of  the snacks
                        placed in a large matrix (rather than showing actual versions). This would use the available
                        space at the front of  the vending  machine more economically. The customer  would  need
                        only to press the button of the object chosen and put in the correct amount of money.



                            Much research has been carried out on how to optimize command-based and
                        other  instruction-giving systems with  respect  to usabilty goals. The form  of  the
                        commands  (e.g., the use of abbreviations, full names, icons, and/or labels), their
                        syntax (how best  to combine different  commands), and  their  organization  (e.g.,
                        how  to structure options in different  menus) are examples of  some of  the main
                        areas that have been investigated (Shneiderman, 1998). In addition, various cogni-
                        tive issues have been investigated that we will look at in the next chapter, such as
                        the problems people have in remembering the names of  a set of  commands. Less
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