Rogers, Sharp, Benyon, Holland and Carey, 1994),
(Ziegler, 1996), (Dix, Finlay, Abowd and Beale,
2003), both the types of user interfaces and the most
common interaction styles were presented and
categorized. Among which are the Command
Languages, Forms fill-in, Natural Language, Point
and Click, Direct Manipulation, Menu, and Question
and Answer.
Our immediate objective is to look for the most
appropriate UI for the OU, and, as we will see later,
to examine whether its use and application are
possible in the Web applications.
Because the application users are mainly OUs,
the use of interfaces based on Command languages
can be ruled out. Functionalities such as Form
filling, the natural language and point and click,
have their limitations and can only be used for
simple or restricted task domains, or to complement
another basic interaction style.
Currently, Direct Manipulation is the most
common type of interaction in desktop applications.
However, in spite of all of its advantages and its
considerable functionality and usefulness, it is not
necessarily intuitive or obvious enough for an OU.
This is because these users would need to know or to
learn the meaning of the visual representations, and
the actions they can perform. Furthermore, in
general these applications incorporate a large
number of commands, menu options, toolbars and
other independent semantic components, and
normally these do not follow a hierarchical time
structure which is suitable for the tasks or the
objectives which the user is trying to accomplish at
the specific moment of the interaction.
Probably, in most cases, Menu selection, and
Questions and answers are the most useful to the
OU, because they require only minimal expertise
and guide users better than the alternative interactive
styles. Nevertheless, these too have limitations as
regards their functionality and usefulness.
In conclusion then, none of the traditional
interaction styles have been specifically conceived
for, nor are explicitly oriented to, the OU and
therefore for a large portion of Web application
users. Thus, in this work we present an interaction
style conceived especially for the OU, which we
have called Goal Driven Interaction (GDI) and we
will analyze whether its use is possible in the Web
applications.
4 GOAL DRIVEN INTERACTION
Goal Driven Interaction or GDI (Carrillo, Guevara
and Gálvez, 2002) is a human-computer interaction
style that is especially suitable for the type of
interactive applications to be used by the OU.
This style, which has a conversational and
sequential nature, can be considered a kind of
combination of Menus, Direct manipulation and
Wizards interaction styles. The aim is to guide, help
and lead the user, step by step in a hierarchical and
progressive way through the process of interacting
with the application, based on the objectives and
sub-objectives that the user has at a particular point.
In order to accomplish these goals satisfactorily, the
actions and tasks that must be carried out are
described. All this must be done via a mechanism
that holds simple and coherent at all times, using a
simple UI with a well defined and organized
structure (this will be described in section 5).
The goal is to simplify as much as possible the
syntactic knowledge necessary to use the system and
to provide the user both with the semantic domain
concepts both of the task and of the computer so as
to be able to perform the tasks successfully.
As a consequence, all the tasks and actions that
the user must carry out, both internal and external to
the application, must be specified in a hierarchical
way, and in enough detail so that any potential user
will be able to understand them and carry out the
tasks correctly. The aim is to eliminate or reduce the
possibility of making mistakes as much as possible.
In any case, it will be necessary to establish and to
offer mechanisms for rectifying mistakes, undoing
actions, and cancelling goals already initiated.
The fundamentals of the GDI originate in the
works of Newell and Simon (Newell and Simon,
1972) on the human reasoning mechanism for
resolving problems. Their vision of problem
resolution (as in GDI) was based on the breaking
down or analysis of the main or general objective,
into a hierarchical tree of sub-objectives, whose
branch lengths would depend on the degree of
subdivision within the sub-objectives. In the leaves
of the tree, we would find fundamental sub-
objectives reachable via basic information processes.
Based on this work, Card, Moran and Newell
(1980, 1983), developed the most important of the
existing cognitive models, the Human Processor
Model. That starting paradigm (as in GDI) considers
the interaction process as a task of resolving
problems. On the other hand, a psychological model
of the humans is defined as consisting of three
interactive systems: the perceptive, the motor and
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