Object Action Interface
Encyclopedia
Object Action Interface, also abbreviated as OAI, is an extension to the Graphical User Interface
, especially related to Direct Manipulation User Interface. It emphasises upon how Direct Manipulation User Interface (DMUI) can help to create better Human Computer Interfaces, and how it can increase the usability of the product.
There are basically two similar models regarding OAI:
, here the action "copy" is specified prior to the object "file").
In the present context, the interface design is overwhelmed by GUIs. And hence more concern is given to the visual representation of the user's task objects and actions.It helps to reduces the adverse effect in case the users switch their mind mode from task domain to tool domain.
. This feature of OAI lets the user control their sequence of action and visualize the effects at the runtime. If an action results into an undesired effect, the user simply reverses his sequence of actions.
In the Action-Object model, the computer is seen as a tool to perform different action. Whereas in the Object-Action model, the user gains a great sense of control from the feeling of a direct involvement. The computer in this case is seen as a medium through which different tools are represented, which is isomorphic to interacting with objects in the real world.
Designing an OAI model starts with examining and understanding the tasks to be performed by the system. The domain of tasks include the universe of objects within which the user works to accomplish a certain goal as well as the domain of all possible actions performed by the user. Once these tasks objects and actions are agreed upon, the designer starts by creating an isomorphic representation of the corresponding interface objects and actions.
The figure above shows how the designer maps the objects of the user's world to metaphors and actions to plans. The interface actions are usually performed by pointing device or keyboard and hence have to be visual to the user so that the latter can decompose his plan into steps of actions such as pointing, clicking, dragging, etc.
This way DMUIs provide a snapshot of the real world situations and map the natural way of user's work sequence through the interface. This means that the users do not have to memorize the course of actions and it reduces the time required to familiarize themselves with the new model of work. Moreover, it reduces the memory load of the users significantly and therefore enhances the usability.
suggests the following steps for designers to build a correct task hierarchy:
Graphical user interface
In computing, a graphical user interface is a type of user interface that allows users to interact with electronic devices with images rather than text commands. GUIs can be used in computers, hand-held devices such as MP3 players, portable media players or gaming devices, household appliances and...
, especially related to Direct Manipulation User Interface. It emphasises upon how Direct Manipulation User Interface (DMUI) can help to create better Human Computer Interfaces, and how it can increase the usability of the product.
There are basically two similar models regarding OAI:
Object Action Interface
This model focusses on the priority of the Object over the actions. It emphasizes on the object being selected first, and then any action performed on it. OAI adheres to this model.Action Object Interface
This model suggests that the user of the interface specify the action before stating what object the action be performed upon. An example of this model can be Command Line Interface (e.g. copyIn the present context, the interface design is overwhelmed by GUIs. And hence more concern is given to the visual representation of the user's task objects and actions.It helps to reduces the adverse effect in case the users switch their mind mode from task domain to tool domain.
OAI Model
The OAI model graphically represents the users' workplace using metaphors and let the users perform action(s) on the object. The sequence of work is to first select the object graphically (using mouse or other pointing device), and then performing an action on the selected object. The result/effect of the action is then shown graphically to the user. This way, the user is relieved from memory limitation, and syntactical complexity of the actions. Moreover, it emulates WYSIWYGWYSIWYG
WYSIWYG is an acronym for What You See Is What You Get. The term is used in computing to describe a system in which content displayed onscreen during editing appears in a form closely corresponding to its appearance when printed or displayed as a finished product...
. This feature of OAI lets the user control their sequence of action and visualize the effects at the runtime. If an action results into an undesired effect, the user simply reverses his sequence of actions.
In the Action-Object model, the computer is seen as a tool to perform different action. Whereas in the Object-Action model, the user gains a great sense of control from the feeling of a direct involvement. The computer in this case is seen as a medium through which different tools are represented, which is isomorphic to interacting with objects in the real world.
Designing an OAI model starts with examining and understanding the tasks to be performed by the system. The domain of tasks include the universe of objects within which the user works to accomplish a certain goal as well as the domain of all possible actions performed by the user. Once these tasks objects and actions are agreed upon, the designer starts by creating an isomorphic representation of the corresponding interface objects and actions.
The figure above shows how the designer maps the objects of the user's world to metaphors and actions to plans. The interface actions are usually performed by pointing device or keyboard and hence have to be visual to the user so that the latter can decompose his plan into steps of actions such as pointing, clicking, dragging, etc.
This way DMUIs provide a snapshot of the real world situations and map the natural way of user's work sequence through the interface. This means that the users do not have to memorize the course of actions and it reduces the time required to familiarize themselves with the new model of work. Moreover, it reduces the memory load of the users significantly and therefore enhances the usability.
Task Hierarchies of Objects and Actions
Tasks are composed of objects and actions at different levels. The positional hierarchy of any object and its related action may not be suitable for every user, but by being comprehensible they provide a great deal of usefulness.For the User
The most natural way of solving a complex problem is to divide it into sub-problems and then tackle them independently. Then by merging the solutions, a solution for the main problem is reached. This is basically a Divide-and-Conquer approach to problem-solving. This approach is followed in the real world by users when they perform tasks. Each complex task is divided into simple tasks. It is easy to see then, that by managing different levels within a hierarchy, the process is simplified. Through this method, users learn to execute tasks without considering the issues of implementation.For the Designer
Ben ShneidermanBen Shneiderman
Ben Shneiderman is an American computer scientist, and professor for Computer Science at the Human-Computer Interaction Laboratory at the University of Maryland, College Park...
suggests the following steps for designers to build a correct task hierarchy:
- Know about the users and their tasks (Interviewing users, reading workbooks and taking training sessions)
- Generate hierarchies of tasks and objects to model the users' tasks
- Design interface objects and actions that metaphorically map to the real world universe