*2.2.3 Health issues*

*Interactive Multimedia - Multimedia Production and Digital Storytelling*

Traditionally, the purpose of an interactive system is to assist the user in achieving the goals from the application domain. **Domain** defines the area of expertise and knowledge in real-world activities. The domain consists of concepts, which emphasize its important aspects. **Tasks** represent operations for manipulation of concepts within the domain. **Objective** is defined as desired output of the accomplished task, while the **intention** represents the specific action which is required for

Task analysis includes the identification of problems in terms of domains, objectives, intentions, and tasks. It can use human knowledge about tasks and objectives, in order to assess an interactive system that is designed to support them. The terms (concepts) which are used in the design of a system and a customer description are separated, so that they can be treated as separate components—the system and the

The term **ergonomics** or **human factors** is traditionally related to the study of interaction of physical characteristics—design of controls, physical environment in which the interaction takes place, arrangement, and the physical properties of display. The primary focus is on the user's performances and how interface affects them. In order to assess these aspects of interaction, ergonomics will certainly touch

Besides cognitive aspects of design, physical aspects are also important. Sets of controls and display components should be grouped logically, in order to allow faster access to the user. This is not so important when only one user is active. But, when we take controls in power plants, aircrafts, and air traffic into consideration, it becomes vital. In each of these cases, users are under pressure, and they are faced with a huge range of displays and controls, so their appropriate physical appearance is significant. The importance of a logical grouping of controls has already been mentioned, as well as the fact that the controls should not be separated. The exact manner of organization (which will be presented) will depend on the domain of application

itself. Possible ways of organizations can include the following things:

• **Functional controls and displays** are organized to place together the

• **Sequential controls and displays** are organized to reflect the order of their

• **Frequent controls and displays** are organized according to the frequency of usage, but the most commonly used controls should be easily accessible.

Apart from setting up the controls and displays, the whole interface system should be properly distributed according to the position of the user himself. Thus, for example, a user should be able to reach all necessary controls and to see all the displays without excessive body movement. The most important displays should be at eye level, and controls should be adjusted for space maneuvering. Display reflec-

**2.1 Terms of interaction**

task accomplishment.

user, respectively [3–5].

*2.2.1 Display and control setup*

on human psychology and systems' limitations.

elements which are functionally linked.

use in a typical interaction.

tions should be avoided as well [3, 6].

**2.2 Ergonomics**

**4**

Work on computer should not be considered as a dangerous activity, but one should bear in mind the possible implications of design on the health and safety of users. Factors in the physical environment directly affect the quality of interaction and user's performances:


## **2.3 Ways of interaction**

The interaction can be observed as a dialog between the user and the computer. The choice of interface style can have a profound effect on the nature of a dialog. There is a great number of common interface styles including:

