Interaction System: 1-2

1-2-Managing-and-Entertaining

1-2 Managing and Entertaining
The output of a self-regulating system becomes input for a learning system. If the output of the learning system also becomes input for the selfregulating system, two cases arise. The first case is managing automatic systems, for example, a person setting the heading of an autopilot—or the speed of a steam engine. The second variation is a computer running an application, which seeks to maintain a relationship with its user. Often the application’s goal is to keep users engaged, for example, increasing difficulty as player skill increases or introducing surprises as activity falls, provoking renewed activity. This type of interaction is entertaining—maintaining the engagement of a learning system. If 1-2 or 2-1 is open loop, the interaction may be seen as essentially the same as the open-loop case of 0-2, which may be reduced to 0-0.

Source: Dubberly Hugh, Pangaro, Haque. «What is Interaction?
Are There Different Types?»
. 2009. ACM 1072-5220/09/0100

Definition: Micro-Interactions

Microinteractions differ from features in both their size and scope. Features tend to be complex (multiuse case), time consuming, and cognitively engaging. Microinteractions on the other hand are simple, brief, and should be nearly effortless. A music player is a feature; adjusting the volume is a microinteraction inside that feature.

A definition of a micro-interaction in comparison with the bigger feature from:
Saffer, Dan. «Microinteractions». Beijing: O’Reilly, 2013.

The text further describes what microinteractions are good for:
• Accomplishing a single task
• Connecting devices together
• Interacting with a single piece of data, such as a stock price or the temperature
• Controlling an ongoing process, such as changing the TV channel
• Adjusting a setting
• Viewing or creating a small piece of content, like a status message
• Turning a feature or function on or off