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Today, we will focus on the challenges of representing history in dialog design, specifically using Finite State Machines, or FSMs for short. What do you think are some limitations inherent to FSMs, particularly regarding state representation?
I think FSMs can become overly complex when too many states are required. Is that a problem?
That's correct! We refer to this issue as the 'state explosion' problem. Can anyone explain what that means?
Doesn't it mean that as the number of states increases, the system can become confusing and harder to manage?
Exactly! And when trying to track history, which FSMs struggle to do, this explosion can make it very hard to create efficient transitions. Remember, if you have a lot of states, verifying the logic becomes complicated too.
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Now, let's delve deeper into how FSMs handle historical states. Why is it important for an interactive system to remember previous states?
It helps in providing a seamless experience. For example, if Iβm filling out a form and need help, I want to go back to the same spot, not start over.
Great point! When users leave a dialog to access help and then return, FSMs require complex transitions to ensure they can go back to the right spotβleading to our earlier discussion on state explosion.
So, does that mean we need a better option than FSMs for complex interactions?
Precisely! This limitation of FSMs has prompted us to look at alternatives like Statecharts and Petri Nets, which can better handle the complexities of modern interfaces.
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As we conclude, how do we feel about the need for more expressive formalisms like Statecharts?
I think it's necessary, especially because they can demonstrate how systems can handle multiple aspects concurrently without complexity.
Exactly! Statecharts introduce hierarchy, allowing us to keep the design manageable. What else do we gain from these expressiveness improvements?
They can also remember previous states efficiently, right?
Correct again! They employ mechanisms like history states, which manage interruptions much better than FSMs. Any final thoughts?
I believe that understanding these limitations really helps in appreciating why we need more robust systems for modern needs.
That's a fantastic takeaway. Understanding the limits of our tools can help us choose the right approach for designing the next generation of interfaces!
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Finite State Machines (FSMs) encounter significant limitations when modeling complex user interactions, particularly in capturing history. This challenge arises as systems increasingly need to remember previous states, impacting the usability and design of interactive systems.
In this section, we explore the inherent challenges faced by Finite State Machines (FSMs) in modeling complex dialog interactions, especially regarding the difficulty in representing historical states. As interactive systems become more advanced, the necessity for these systems to retain knowledge of past states becomes paramount to facilitate user experience.
The limitations of FSMs necessitate the use of more sophisticated formalisms like Statecharts and Petri Nets. These alternatives address the challenges of modeling dialog history and concurrency, thereby enhancing the design and reliability of interactive systems.
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If a system allows a user to temporarily leave a complex sub-dialog (e.g., to access a help screen) and then return to the exact point they left off, standard FSMs require explicit transitions from every sub-state to the help screen and then separate transitions back to each of those sub-states.
In some interactions, users may need to access additional information or help without losing their current progress. In a typical interaction using Finite State Machines (FSMs), every single state where the user might be must have connectionsβor 'transitions'βto and from the help screen. This means that if a user is in sub-state A, they need clear transitions to the help screen, and from the help screen, transitions must lead back to sub-state A. If there are multiple sub-states, this leads to a network of transitions that can become very complex and difficult to manage. Essentially, it creates a lot of redundant pathways because each possible state has to explicitly account for returning to the help screen and reconciling the userβs previous location in the dialog.
Imagine a library where every time someone wants to step into a side room (like a computer station for help), there has to be a marked path from every possible spot in the library so they can find their way back. If you have multiple rooms or sections of the library, this means many directions need to be indicated, which can get confusing and cluttered. Instead of a simple way to return by using a central pathway, the library would need to create individual paths from every section to the help station and back, making it hard to follow.
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This quickly leads to an explosion of states and transitions dedicated solely to managing return paths.
The requirement for explicit transitions can cause what is known as the 'state explosion problem' in FSMs. This happens because as we add more conditions or needsβlike being able to go to a help screen and returnβwe inadvertently create a huge number of states and transitions. Each time we add another sub-state that might lead to the help screen, we have to account for all possible combinations where the user might be at the time. As these combinations grow, they quickly outpace our ability to manage them cleanly, making the model overly complex and less effective in design.
Think about a project where each person involved needs to be informed of every single decision made by others. If you have ten people, and every decision requires a notification to all ten participants, soon you'll need vast amounts of paperwork just to keep track of every message and update. This creates a logistical nightmare as the number of decisions grows, just like how adding states in an FSM complicates the design.
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Key Concepts
Finite State Machines (FSMs): Models used for representing sequential logic in interactive systems.
State Explosion: A significant issue in FSMs where increasing complexity leads to chaotic designs.
Historical States: Essential for systems to remember previous interactions for a seamless user experience.
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In a complex ATM system, the need for the user to return to fill out a request form necessitates remembering the last entered data, showcasing why FSMs struggle with history.
A user navigating through an interactive tutorial may need to switch to help and come back without losing the context.
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FSMs can make designs a mess, when state explosion causes distress!
Imagine you're in a maze where every turn requires you to map a new path. If you leave to pick flowers but forget where your ticket is, you may become lost! This is what happens in FSMs without history.
Remember 'HOCUS' for FSM historyβHandle One Context at a time until to switch!
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Review the Definitions for terms.
Term: Finite State Machine (FSM)
Definition:
A computational model consisting of states, transitions, inputs, and outputs used to represent sequential logic.
Term: State Explosion
Definition:
A problem in FSMs where the number of states and transitions increase exponentially, making the system complex and unmanageable.
Term: Historical State
Definition:
A past state in a user's interaction that the system should remember in order to provide a coherent user experience.
Term: Transition
Definition:
The process of moving from one state to another based on certain inputs or events.
Term: User Experience
Definition:
The overall experience a user has when interacting with a system, often encompassing ease of use and satisfaction.