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Today, we'll talk about Finite State Machines, or FSMs. They help model user interactions with systems. Can anyone tell me what you think an FSM is, based on its name?
Is it something that has different states?
Exactly, FSMs describe a system's conditions and how it transitions between these states. Think of a light switch: it's either on or off! This brings us to our first key concept: States!
What exactly are states in FSMs?
Good question! States represent distinct conditions of the system, like a screen showing messages or waiting for user input. Always remember β it's vital for a state to be clearly defined and recognizable.
How do we show states?
States are often depicted as circles or rounded rectangles in diagrams. Can anyone think of an example of a state in a mobile app?
Maybe the login screen of an app!
Exactly! The login screen can be a specific state. To summarize, states are essential building blocks of FSMs. Now, letβs explore another component: Events.
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Events play a crucial role in FSMs. Think of them as triggers for transitions between states. What type of events can you think of?
Pressing a button or clicking an icon!
Great examples! An event could be pressing 'Submit' or even internal actions like a 'timeout'. Now, how about transitions?
Are transitions just arrows connecting states?
Exactly! They show permissible state changes based on events and are labeled for clarity, like 'Button Pressed'. Can anyone summarize the importance of events and transitions?
They define how a system reacts to user actions, right?
Exactly! They map out interaction flows effectively. To wrap this session, remember that understanding events and transitions is key to designing intuitive dialogs.
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Letβs discuss actions. These are the responses of the system when a transition is taken. What actions can you think a system might perform during a state transition?
Displaying a new screen or sending a confirmation message.
Exactly! Actions like those shape the user experience. Now, letβs talk about initial states. Why do you think they're important?
Is it because they indicate where the system starts?
Yes! Every FSM has an initial state, marking the starting point in the dialog flow. Itβs like the starting line in a race! Can anyone suggest how this is visually represented?
With an arrow pointing to it from nowhere?
Correct! Remember, these visual cues help clarify the FSM structure and flow. To summarize, actions enhance interaction, and initial states set the stage for user experience.
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We discussed how FSMs operate, but let's cover final states. What are they, and why do we use them?
They mark the end of a successful interaction?
Exactly! Final states signify that the user has completed a task or interaction. Now, how can FSMs be represented visually?
We can use State Transition Diagrams or Transition Tables.
Correct! Diagrams illustrate the flow visually, while tables offer a systematic layout. Which method do you think is easier to understand?
Diagrams look clearer and help visualize everything.
I agree! To recap, final states denote task completion, and effective representation is essential for designing intuitive interactive systems in HCI.
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As we wrap up our discussions, letβs quickly revise key components of FSMs. Who can name the four main components we've covered?
States, events, transitions, and actions!
Correct! And what about initial and final states?
Initial states show where we start, and final states mark the end of interactions.
Great job! FSMs are critical in creating intuitive interactive systems. Keep these components in mind as they will guide you in your future designs.
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The section outlines the key characteristics of Finite State Machines, including states, events, transitions, actions, initial and final states, and their graphical representations. It emphasizes the role of FSMs in modeling interactive systems and ensuring predictable communication.
This section explores the essential elements that define Finite State Machines (FSMs) and their critical role in dialog design within Human-Computer Interaction (HCI). FSMs are vital for modeling how users interact with an interactive system through clearly defined states and transitions.
Key Components of FSMs:
1. States: Each state symbolizes a distinct condition of the system, such as a specific screen or mode (e.g., viewing, editing). States should be clearly named for clarity and easy identification.
- Graphical Representation: Represented as circles or rounded rectangles.
Representational Methods: FSMs can be expressed graphically via State Transition Diagrams or systematically via State Transition Tables.
Overall, FSMs are fundamental in creating intuitive and predictable user interactions, making them a foundational tool for dialog design in HCI.
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A state is a distinct, well-defined condition or configuration that the interactive system can be in at any given moment. In the context of dialog design, a state typically corresponds to a specific visual screen displayed to the user, a particular mode of interaction (e.g., "editing mode," "viewing mode"), or a waiting condition where the system is expecting specific user input. Each state should be unambiguously named to reflect its meaning.
Graphical Representation: States are commonly drawn as circles or rounded rectangles.
In Finite State Machines (FSMs), a state refers to a specific situation or condition that the system can be in at a certain moment. For instance, when you interact with an ATM, it can be in different states like waiting for a card, accepting a PIN, or displaying your account options. Each of these is a distinct state with unique characteristics. The representation of states is visually communicated using circles or rounded rectangles in diagrams.
Think of different states as different rooms in a house. Each room serves a different purpose, like the kitchen for cooking, the living room for relaxing, and a bedroom for sleeping. Just like you need to be in a specific room to perform particular activities, a system must be in a specific state to handle certain interactions.
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An event is an external or internal trigger that causes the system to transition from its current state to a new state. In HCI, the majority of events are user actions, such as:
- Pressing a button (e.g., "Submit," "Cancel," "Next").
- Typing text (e.g., "Enter_Key_Pressed").
- Clicking a mouse (e.g., "Mouse_Click_on_Icon").
- Speaking a voice command (e.g., "Voice_Command_Play").
- Internal system events (e.g., "Timeout," "Data_Loaded_Successfully") can also act as events.
Events are triggers that indicate a change in interaction for the system. They can be actions done by users, like pressing buttons or typing, or internal changes like timeouts. When an event occurs, it prompts the system to transition from one state to another. For example, when you click the 'Login' button on a website, that click is an event that causes the system to check your credentials and potentially move from the 'Login Page' state to the 'Homepage' state.
Imagine you are a traffic light. The light changes from green to red based on events like the timer running out or a pedestrian pressing the crossing button. These events dictate when the light changes states, ensuring traffic flows safely and smoothly.
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A transition is a directed connection (an arrow) from one state to another, representing a permissible change in the system's state. Each transition is explicitly labeled with the event that triggers it. Often, a transition label also includes the action(s) the system performs as or after the transition occurs.
Graphical Representation: Transitions are drawn as arrows connecting states. The arrow points from the source state to the destination state.
Transitions in FSMs represent the movement from one state to another and are marked by arrows. Each transition is triggered by an event. For instance, a transition might occur from the 'Login Page' state to the 'Homepage' state when a user successfully logs in. The arrow illustrates the path of this transition, making it clear how one state leads to another based on specific events and actions.
Consider a board game where each player's move changes their position on the board. The act of rolling the dice (the event) determines the move (the transition) from one space (state) to another. Just as players navigate their game board, transitions allow systems to navigate between different states.
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These are the specific operations or responses performed by the system when a particular transition is taken. Actions are the system's way of reacting to an event and changing its observable behavior. Examples of actions include:
- Displaying new information (e.g., "Show_Next_Screen").
- Enabling or disabling user interface controls (e.g., "Enable_Submit_Button").
- Playing an auditory feedback sound (e.g., "Play_Confirmation_Sound").
- Sending data to a backend server (e.g., "Send_Order_To_Database").
- Modifying internal data structures.
Actions are the responses that occur when transitions take place. These can include updating what's displayed on the screen, enabling buttons, or sending data to a server. For example, when a user submits a form, the system might display a confirmation message (an action) in response to the successful submission (the transition). This change enhances the user experience and shows that the system is responsive.
Think of an automated teller machine (ATM). When you request cash (event), the ATM performs several actions: it checks your balance, dispenses cash, and displays a message to inform you that your transaction is complete. Each of these actions corresponds to specific parts of the overall interaction, showcasing how the system reacts to user input.
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Every FSM must have one designated initial state, indicating where the system begins its operation when launched or a particular dialog starts.
Graphical Representation: Often indicated by an arrow pointing to the initial state from nowhere, or a bolder outline.
The initial state of an FSM is where the system starts its operations. It's essential because it sets the stage for all interactions that follow. For example, in an ATM, the initial state might be 'Waiting for Card', where the system expects the user to insert their card before proceeding with any other actions. The graphical representation, such as an arrow pointing to this state, visually indicates where the dialog begins.
Consider a play where the curtain rises; this moment signifies the beginning of the performance. Just as the audience knows the show starts at this moment, systems start interacting with users from a specified initial state, guiding them through the experience that follows.
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In some FSM applications (like language recognition), specific states are designated as "final" or "accepting" to indicate the successful completion of a recognized sequence. In dialog design, these might represent the successful completion of a task or a specific interaction flow. Not all dialog FSMs require explicit final states.
Final or accepting states signify the end of a successful sequence in an FSM. They indicate that the interaction has been completed, like successfully submitting an application form. These states are not always used in every FSM, but when they are, they provide a clear endpoint that users can recognize, which is important for understanding when a task is finished.
Think of finishing a puzzle. The final piece represents a state where you can step back and say the puzzle is complete. Just like that final piece brings closure, an accepting state in an FSM indicates that a process is finished successfully, giving users a sense of completion.
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Key Concepts
States: Conditions of the system denoting different configurations.
Events: Triggers that cause transitions between states.
Transitions: Arrows indicating permissible changes between states.
Actions: System outputs corresponding to transitions.
Initial State: Starting condition of the FSM.
Final State: Indicates task completion.
See how the concepts apply in real-world scenarios to understand their practical implications.
An ATM machine contains states such as 'INSERT_CARD', 'ENTER_PIN', and 'TRANSACTION_COMPLETE'.
A mobile application may have states like 'LOGIN_SCREEN', 'MAIN_MENU', and 'LOGOUT_SCREEN'.
Use mnemonics, acronyms, or visual cues to help remember key information more easily.
States can shift, events ignite, transitions flow, actions take flight!
Imagine a train (FSM) with different stations (states) that can take different routes (transitions) when passengers (events) press buttons. The train must know where to go (initial state) and eventually reach the final station (final state).
To remember FSM components: S(E.T.A.I.F) - States, Events, Transitions, Actions, Initial, Final.
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Review the Definitions for terms.
Term: Finite State Machines (FSMs)
Definition:
Mathematical models used for representing systems that transition between different states based on events.
Term: States
Definition:
Distinct configurations in which a system can exist, represented visually as circles in diagrams.
Term: Events
Definition:
External or internal triggers that initiate transitions from one state to another.
Term: Transitions
Definition:
Directed connections that represent permissible changes between states based on events.
Term: Actions
Definition:
Outputs or operations performed by the system when a transition occurs.
Term: Initial State
Definition:
The designated starting condition of the FSM when an interaction begins.
Term: Final State
Definition:
States that indicate successful completion of a task or dialog flow.
Term: State Transition Diagrams
Definition:
Graphical representations of FSMs where states are circles and transitions are arrows.
Term: State Transition Tables
Definition:
Tabular representations of FSMs detailing possible state-event pairs and their outcomes.