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{{Short description|Method by which a user may do some action in a computer}}
[[Image:Foldndrop.png|thumb|right|Fold n' Drop, a [[Crossing-based interface|crossing-based]] interaction technique for dragging and dropping files between overlapping windows
An '''interaction technique''', '''user interface technique''' or '''input technique''' is a combination of [[
== Definition ==
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Although there is no general agreement on the exact meaning of the term "interaction technique", the most popular definition is from the [[computer graphics]] literature:
{{"|An interaction technique is a way of using a physical input/output device to perform a generic task in a human-computer dialogue.
A more recent variation is:
{{"|An interaction technique is the fusion of input and output, consisting of all software and hardware elements, that provides a way for the user to accomplish a task.
=== The computing view ===
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* One or several [[output devices]] that display user feedback,
* A piece of software that:
** interprets user input into [[Command (computing)|commands]] the computer can understand,
** produces [[user feedback]] based on user input and the system's state.
Consider for example the process of deleting a file using a [[contextual menu]]. This assumes the existence of a mouse (input device), a screen (output device), and a piece of code that paints a menu and updates its selection (user feedback) and sends a
=== The user's view ===
From the user's perspective, an interaction technique is a way to perform a single computing task and can be informally expressed with user instructions or [[
=== The designer's view ===
From the user interface designer's perspective, an interaction technique is a well-defined solution to a specific [[user interface design]] problem. Interaction techniques as conceptual ideas can be refined, extended, modified and combined. For example, [[contextual menu
<div id="level of granularity"></div>
=== Level of granularity ===
One extant cause of confusion in the general discussion of interaction is a lack of clarity about levels of granularity.<ref name="spdh">Sedig, K., Parsons, P., Dittmer, M., & Haworth, R. (2013). [http://insight.uwo.ca/papers/HCV-IVT2013.pdf Human–centered interactivity of visualization tools: Micro– and macro–level considerations]. In W. Huang (Ed.), Handbook of Human-Centric Visualization (pp. 717–743). Springer, New York.</ref> Interaction techniques are usually characterized at a low level of granularity—not necessarily at the lowest level of physical events, but at a level that is technology-, platform-, and/or implementation-dependent. For example, interaction techniques exist that are specific to mobile devices, touch-based displays, traditional mouse/keyboard inputs, and other paradigms—in other words, they are dependent on a specific technology or platform. In contrast, viewed at higher levels of granularity, interaction is not tied to any specific technology or platform. The interaction of 'filtering', for example, can be characterized in a way that is technology-independent—e.g., performing an action such that some information is hidden and only a subset of the original information remains. Such an interaction could be implemented using any number of techniques, and on any number of platforms and technologies.<ref name="sp" /> See also the discussion of [[#interaction patterns]] below.
== Interaction tasks and ___domain objects ==
An [[interaction task]] is "the unit of an entry of information by the user"
Interaction techniques are the glue between physical I/O devices and interaction tasks or ___domain objects.<ref name="mbl"/><ref name="dragicevic">P. Dragicevic and J-D Fekete (2004) [http://www.academia.edu/download/31801023/ICon-AVI04.pdf The Input Configurator toolkit: towards high input adaptability in interactive applications]{{dead link|date=July 2022|bot=medic}}{{cbignore|bot=medic}}. In Proceedings of the Working Conference on Advanced Visual interfaces.</ref> Different types of interaction techniques can be used to map a specific device to a specific ___domain object. For example, different [[
In general, the less compatible the device is with the ___domain object, the more complex the interaction technique.<ref name="buxton">W. Buxton (1986) [http://www.billbuxton.com/eye.html There's More to Interaction than Meets the Eye: Some Issues in Manual Input]. In Norman, D. A. and Draper, S. W. (Eds.), User Centered System Design:
New Perspectives on
New Jersey,
▲New Perspectives on Human-Computer Interaction. Lawrence Erlbaum Associates, Hillsdale,
▲New Jersey, 319-337.</ref> For example, using a mouse to specify a 2D point involves a trivial interaction technique, whereas using a mouse to rotate a 3D object requires more creativity to design the technique and more lines of code to implement it.
A current trend is to avoid complex interaction techniques by matching physical devices with the task as close as possible,<ref name="buxton"/>
== Interaction style ==
Interaction techniques that share the same [[
<div id="interaction patterns"></div>
== Interaction patterns ==
While interaction techniques are typically technology-, platform-, and/or implementation-dependent (see [[#level of granularity]] above), human-computer or human-information interactions can be characterized at higher levels of abstraction that are independent of particular technologies and platforms. At such levels of abstraction, the concern is not precisely how an interaction is performed; rather, the concern is a conceptual characterization of what the interaction is, and what the general utility of the interaction is for the user(s). Thus, any single interaction pattern may be instantiated by any number of interaction techniques, on any number of different technologies and platforms. Interaction patterns are more concerned with the timeless, invariant qualities of an interaction.<ref name="sp">Sedig, K. & Parsons, P. (2013). [https://www.researchgate.net/profile/Paul_Parsons3/publication/235793669_Interaction_Design_for_Complex_Cognitive_Activities_with_Visual_Representations_A_Pattern-Based_Approach/links/0046351cf18aa9ec92000000/Interaction-Design-for-Complex-Cognitive-Activities-with-Visual-Representations-A-Pattern-Based-Approach.pdf Interaction design for complex cognitive activities with visual representations: A pattern-based approach]. AIS Transactions on Human-Computer Interaction, 5(2), 84–133.</ref>
== Visualization technique ==
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== Research and innovation ==
A large part of research in [[human-computer interaction]] involves exploring easier-to-learn or more efficient interaction techniques for common computing tasks. This includes inventing new ([[post-WIMP]]) interaction techniques, possibly relying on methods from [[user interface design]], and assessing their efficiency with respect to existing techniques using methods from [[experimental psychology]]. Examples of scientific venues in these topics are the [http://www.acm.org/uist UIST] and the [[
== See also ==
* [[
* [[List of human-computer interaction topics#Interaction styles|Interaction styles]]
▲* [[3D_Interaction#3D_Interaction_Techniques|3D interaction techniques]]
▲* [[User_interface#Types|Types of user interface]]
* [[Input devices]]
* [[Interaction Design]]
* [[Interactivity]]
== External links ==▼
* [[Information Visualization]]
* [[Visual Analytics]]
* [http://www.acm.org/uist/archive/html/videos.html UIST video archive]▼
* [[Widget (GUI)]]
* [http://designinginterfaces.com/ Patterns for effective interaction design]▼
== References ==
{{reflist}}
▲== External links ==
[[Category:User interface techniques]]▼
{{Commonscat|Interaction analysis}}
[[Category:User interface]]▼
▲* [http://www.acm.org/uist/archive/html/videos.html UIST video archive]
[[Category:Graphical user interface]]▼
▲* [http://designinginterfaces.com/ Patterns for effective interaction design]
[[Category:Human-computer interaction]]▼
▲[[Category:User interface techniques| ]]
[[Category:Data and information visualization|technique]]
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