Fourth, both the computer and the user may have initiative. For example, a pop-up window can be presented to confirm a risky selection.
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Fourth, both the computer and the user may have initiative. For example, a pop-up window can be presented to confirm a risky selection.
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Therefore, the design of feedback, affordances, and cues is central to dialogue-based interaction.
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Third, in dialogue, both the computer and the human participate in establishing a shared context. The computer does not simply receive a message; it also communicates the effects of that message.
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Context, as we will see, can be understood through the concept of a state: The feasible communication acts and their effects are conditioned by the state of the partner.
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In other words, in dialogue, acts of communication are conditional: The meaning of a turn depends on the communication context.
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Siri's reply and the selection of "compose" would make no sense without the context provided by the preceding exchange.
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Second, both dialogues in Figure 18.1 evolve in a turn-based manner. Each turn redefines the communication context.
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For instance, the seven-stage model of interaction proposed by Norman [600] applies to all modalities of interaction; Section 18.1 explains this model in detail.
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In Figure 18.1, two nominally different types of interaction are shown: speech-based and graphical. Both are forms of dialogue. This means that the concepts of dialogue are applicable across modalities.
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This broad definition has several immediate and important consequences for HCI. First, dialogue, as a form of interaction, is not limited to speech and language even though this is often our first interpretation of the term "dialogue."
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