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44   Chapter 2   Understanding and conceptualizing  interaction

                         research has been carried out, however, on the best way to design the ordering and
                         sequencing of  button pressing for physical devices like cell phones, calculators, re-
                         mote controls and vending machines.


                         Another ubiquitous vending machine is the ticket machine. Typically, a number of instruc-
                         tions have to be given in a sequence when using one of  these. Consider ticket machines de-
                         signed to issue train tickets at railway stations-how often have you (or the person in front
                         of  you) struggled to work out how to purchase a ticket and made a mistake? How many in-
                         structions have to be given? What order are they given in? Is it logical or arbitrary? Could
                         the interaction have been designed any differently to make it more obvious to people how to
                         issue instructions to the machine to get the desired train ticket?

           Comment       Ticketing machines vary enormously from country to country and from application to appli-
                         cation. There seems to be little attempt to standardize. Therefore, a person's knowledge of
                         the Eurostar ticketing machine will not be very useful when buying a ticket for the Sydney
                         Monorail or cinema tickets for the Odeon. Sometimes the interaction has been designed to
                         get you to specify the type of  ticket first (e.g. adult, child), the kind of  ticket  (e.g. single, re-
                         turn, special saver), then the destination, and finally to insert their money. Others require
                         that the user insert a credit card first, before selecting the destination and the type of ticket.

                         2.  Conversing

                         This conceptual model is based on the idea of  a person conversing with a system,
                         where the system acts as a dialog partner. In particular, the system is designed to
                         respond  in  a  way another human  being might  when having a conversation with
                         someone else. It differs from the previous category of instructing in being intended
                         to reflect a more two-way communication process, where the system acts more like
                         a partner than a machine that simply obeys orders. This kind of conceptual model
                         has been found to be most useful for applications in which the user needs to find
                         out specific kinds of information or wants to discuss issues. Examples include advi-
                         sory systems, help facilities, and search engines. The proposed tourist application
                         described earlier would fit into this category.
                             The kinds of  conversation that are supported range from simple voice-recognition
                         menu-driven systems that are interacted with via phones to more complex natural-lan-
                         guage-based systems that involve the system parsing and responding to user queries
                         typed in by the user. Examples of  the former include banking, ticket booking, and
                         train time inquiries, where the user talks to the system in single-word phrases (e.g.,
                         yes, no, three) in response to prompts from the system. Examples of the latter include
                         search engines and help systems, where the user types in a specific query (e.g., how do
                         I change the margin widths?) to which the system responds by giving various answers.
                             A main benefit of  a conceptual model based on holding a conversation is that it
                         allows people, especially novices, to interact with a system in a way they are already
                         familiar with. For example, the search engine "Ask Jeeves for Kids!" allows chil-
                         dren to ask a question in a way they would when asking their teachers or parents-
                         rather  than  making  them  reformulate  their  question in  terms  of  key  words and
                         Boolean logic. A disadvantage of  this approach, however, is the misunderstandings
                         that can arise when the search engine is unable to answer the child's question in the
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