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    1. The mapping requires the user to figure out how to accomplish a goal with an interface. It implies that "The user must translate the psychological goals and intentions into the desired system state, then determine what settings of the control mechanisms will yield that state, and then determine what physical manipulations of the mechanism are required" [600, p. 37].

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    2. In direct manipulation interfaces (Chapter 28), the visual presentation of an object resembles its physical correspondent and can be directly acted on. For example, text in a text editor can be highlighted, deleted, or changed by point-and-click-style interactions [416].

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    3. Norman's model stresses the need for users' acts to be understood by the computer and for users to understand the computer. Successful interfaces should also "provide a strong sense of understanding and control" [600, p. 49].

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    4. Affordance, which we discussed in Chapter 3, refers to how well users can interpret what actions are possible with a widget. Visibility is a handy related concept in design that underlies direct manipulation interfaces [416].

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    5. Norman suggested that the ease of mapping is related to its directness, "where directness can be measured by the complexity of the relationship between representation and value, measured by the length of the description of the mapping" [600, pp. 28–29].

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    6. Liu and Chilton [488] studied prompt engineering for text-to-image generation; see the figure in this paper example box, which shows examples of answers to the prompt "SUBJECT in the style of STYLE."

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    7. Liu and Chilton [488] noted that interaction with such models faces a dilemma. While it is possible to input anything as a prompt to such models, users must "engage in bruteforce trial and error with the text prompt when the result quality is poor."

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