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2.3  Conceptual models  47

                        they are likely to be less forgiving of it (having been fooled into thinking the dialog
                        partner is more intelligent than it really is) than of  a dialog partner that is repre-
                        sented as a cartoon character at the interface (having only assumed it was a simple
                        partner). The flip side of imbuing dialog partners with a physical presence at the in-
                        terface, however, is that they can turn out to be rather annoying (for more on this
                        topic see Chapter 5).


                        3.  Manipulating and navigating
                        This conceptual model describes the activity of  manipulating objects and navigat-
                        ing through virtual spaces by exploiting users' knowledge of  how they do this in the
                        physical world. For example, virtual objects can be manipulated by moving, select-
                        ing, opening, closing, and zooming in and out of  them. Extensions to these actions
                        can also be included, such as manipulating objects or navigating through virtual
                        spaces, in ways not possible in the real world. For example, some virtual worlds
                        have been designed to allow users to teleport from place to place or to transform
                        one object into another.
                            A well known instantidtion of  this kind of  conceptual model is direct manip-
                        ulation.  According  to  Ben  Shneiderman  (1983),  who  coined  the  term,  direct-
                        manipulation interfaces possess three fundamental properties:
                              continuous representation of  the objects and actions of interest
                              rapid  reversible  incremental  actions  with  immediate  feedback  about  the
                              object of interest
                              physical  actions  and  button  pressing  instead  of  issuing  commands  with
                              complex syntax

                        Benefits of direct manipulation interfaces include:
                              helps beginners learn basic functionality rapidly
                              experienced users can work rapidly on a wide range of  tasks
                              infrequent users can remember how to carry out operations over time
                              no need for error messages, except very rarely
                              users can immediately see if  their actions are furthering their goals and if not
                              do something else
                              useis experience less anxiety
                              users gain confidence and mastery and feel in control

                        Apple Computer Inc. was one of  the first computer companies to design an op-
                        erating environment using direct manipulation as its central mode of interaction.
                        The highly successful Macintosh desktop demonstrates the main principles of di-
                        rect manipulation  (see Figure 2.5). To capitalize on people's  understanding  of
                        what happens to physical objects in the real world, they used a number of  visual
                        and auditory cues at the interface that were intended to emulate them. One of
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