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Interaction Devices
Daroko blog:
• Daroko Blog-trending business and technology
Interaction Performance
• 60s vs. Today
– Performance
• Hz -> GHz
– Memory
• k -> GB
– Storage
• k -> TB
– Input
• punch cards ->
• Keyboards, Pens, tablets, mobile
phones, mice, digital cameras, web
cams
– Output
• 10 character/sec
• Megapixel displays, color laser,
surround sound, force feedback, VR
• Substantial bandwidth increase!
Interaction Performance
• Future?
– Gestural input
– Two-handed input
– 3D I/O
– Others: voice, wearable, whole
body, eye trackers, data gloves,
haptics, force feedback
– Engineering research!
– Entire companies created around
one single technology
• Current trend:
– Multimodal (using car navigation
via buttons or voice)
– Helps disabled (esp. those w/
different levels of disability)
Keyboard and Keypads
• QWERTY keyboards been
around for a long time
– (1870s – Christopher Sholes)
– Cons: Not easy to learn
– Pros: Familiarity
– Stats:
• Beginners: 1 keystroke per sec
• Average office worker: 5
keystrokes (50 wpm)
• Experts: 15 keystrokes per sec
(150 wpm)
• Is it possible to do better?
Suggestions?
Keyboard and Keypads
• Look at the piano for possible
inspiration
• Court reporter keyboards (one
keypress = multiple letters or a
word)
– 300 wpm, requires extensive
training and use
• Keyboard properties that matter
– Size
• large - imposing for novices,
appears more complex
• mobile devices
– Adjustable
• Reduces RSI, better performance
and comfort
– Mobile phone keyboards,
blackberry devices, etc.
Keyboard Layouts• QWERTY
– Frequently used pairs far apart
– Fewer typewriter jams
– Electronic approaches don’t jam.. why use
it?
• DVOARK (1920s)
– 150 wpm->200 wpm
– Reducing errors
– Takes about one week to switch
– Stops most from trying
• ABCDE – style
– Easier for non-typists
– Studies show no improvement vs. QWERTY
• Number pads
– What’s in the top row?
– Look at phones (slight faster), then look at
calculators, keypads
• Those for disabled
– Split keyboards
– KeyBowl’s orbiTouch (screenshot)
– Eyetrackers, mice
– Dasher - 2d motion with word prediction
Keys
• Current keyboards have been
extensively tested
– Size
– Shape
– Required force
– Spacing
• Speed vs. error rates for majority
of users
• Distinctive click gives audio
feedback
– Why membrane keyboards are
slow (Atari 400?)
• Environment hazards might
necessitate
• Usually speed is not a factor
Keys Guidelines
• Special keys should be denoted
• State keys (such as caps, etc.)
should have easily noted states
• Special curves or dots for home
keys for touch typists
• Inverted T Cursor movement keys
are important (though cross is
easier for novices)
• Auto-repeat feature
– Improves performance, but only if
repeat is customizable (motor
impaired, young, old)
• Two thinking points:
– Why are home keys fastest to
type?
– Why are certain keys larger?
(Enter, Shift, Space bar)
• This is called Fitt’s Law
Keypads for small devices
• PDAs, Cellphones, Game consoles
• Fold out keyboards
• Virtual keyboard
• Cloth keyboards (ElekSen)
• Haptic feedback?
• Mobile phones
– Combine static keys with dynamic soft keys
– Multi-tap a key to get to a character
– Study: Predictive techniques greatly improve
performance
– Ex. LetterWise = 20 wpm vs 15 wpm multitap
• Draw keyboard on screen and tap w/ pen
– Speed: 20 to 30 wpm (Sears ’93)
• Handwriting recognition (still hard)
– Subset: Graffiti2 (uses unistrokes)
Pointing Devices
• Direct manipulation needs some pointing device
• Factors:
– Size of device
– Accuracy
– Dimensionality
• Interaction Tasks:
– Select – menu selection, from a list
– Position – 1D, 2D, 3D (ex. paint)
– Orientation – Control orientation or provide direct 3D
orientation input
– Path – Multiple poses are recorded
• ex. to draw a line
– Quantify – control widgets that affect variables
– Text – move text
• Faster w/ less error than keyboard
• Two types (Box 9.1)
– Direct control – device is on the screen surface
(touchscreen, stylus)
– Indirect control – mouse, trackball, joystick, touchpad
Direct-control pointing
• First device – lightpen
– Point to a place on screen and press a
button
– Pros:
• Easy to understand and use
• Very fast for some operations (e.g. drawing)
– Cons:
• Hand gets tired fast!
• Hand and pen blocks view of screen
• Fragile
• Evolved into the touchscreen
– Pros: Very robust, no moving parts
– Cons: Depending on app, accuracy could
be an issue
• 1600x1600 res with acoustic wave
– Must be careful about software design for
selection (land-on strategy).
• If you don’t show a cursor of where you are
selecting, users get confused
– User confidence is improved with a good
lift-off strategy
Direct-control pointing
• Primarily for novice users
or large user base
• Case study: Disney World
• Need to consider those
who are: disabled,
illiterate, hard of
hearing, errors in usage
(two touch points), etc.
Indirect-Control Pointing
• Pros:
– Reduces hand-fatigue
– Reduces obscuration problems
• Cons:
– Increases cognitive load
– Spatial ability comes more into play
• Mouse
– Pros:
• Familiarity
• Wide availability
• Low cost
• Easy to use
• Accurate
– Cons:
• Time to grab mouse
• Desk space
• Encumbrance (wire), dirt
• Long motions aren’t easy or obvious (pick up and replace)
– Consider, weight, size, style, # of buttons, force feedback
Indirect-Control Pointing
• Trackball
– Pros:
• Small physical footprint
• Good for kiosks
• Joystick
– Easy to use, lots of buttons
– Good for tracking (guide or
follow an on screen object)
– Does it map well to your app?
• Touchpoint
– Pressure-sensitive ‘nubbin’ on
laptops
– Keep fingers on the home
position
Indirect-Control Pointing
• Touchpad
– Laptop mouse device
– Lack of moving parts, and
low profile
– Accuracy, esp. those w/
motor disabilities
• Graphics Tablet
– Screen shot
– comfort
– good for cad, artists
– Limited data entry
Comparing pointing devices
• Direct pointing
– Study: Faster but less accurate than indirect (Haller ’84)
• Lots of studies confirm mouse is best for most tasks for speed
and accuracy
• Trackpoint < Trackballs & Touchpads < Mouse
• Short distances – cursor keys are better
• Disabled prefer joysticks and trackballs
– If force application is a problem, then touch sensitive is preferred
– Vision impaired have problems with most pointing devices
• Use multimodal approach or customizable cursors
• Read Vanderheiden ’04 for a case study
• Designers should smooth out trajectories
• Large targets reduce time and frustration
Example
• Five fastest places to click on for a right-handed
user?
Example
• What affects time?
Fitts’s Law
• Paul Fitts (1954) developed a model of human hand
movement
• Used to predict time to point at an object
• What are the factors to determine the time to point to an
object?
– D – distance to target
– W – size of target
• Just from your own experience, is this function linear?
– No, since if Target A is D distance and Target B is 2D distance,
it doesn’t take twice as long
– What about target size? Not linear there either
• MT = a + b log2(D/W + 1)
– a = time to start/stop in seconds (empirically measured
per device)
– b = inherent speed of the device (empirically measured
per device)
– Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W = 2 cm
• Ans: 300 + 200 log2(14/2 + 1) = 900 ms
– Really a slope-intercept model
Fitts’s Law
• MT = a + b log2(D/W + 1)
– a = time to start/stop in seconds (empirically measured per
device)
– b = inherent speed of the device (empirically measured per
device)
– Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W = 2 cm
• Ans: 300 + 200 log2(14/2 + 1) = 900 ms
– Question: If I wanted to half the pointing time (on average), how much
do I change the size?
• Proven to provide good timings for most age groups
• Newer versions taken into account
– Direction (we are faster horizontally than vertically)
– Device weight
– Target shape
– Arm position (resting or midair)
– 2D and 3D (Zhai ’96)
Very Successfully Studied
• Applies to
– Feet, eye gaze, head mounted sights
– Many types of input devices
– Physical environments (underwater!)
– User populations (even retarded and drugged)
– Drag & Drop and Point & Click
• Limitations
– Dimensionality
– Software accelerated pointer motion
– Training
– Trajectory Tasks (Accot-Zhai Steering Law)
– Decision Making (Hick’s Law)
• Results (what does it say about)
– Buttons and widget size?
– Edges?
– Popup vs. pull-down menus
– Pie vs. Linear menus
– iPhone/web pages (real borders) vs. monitor+mouse (virtual borders)
• Interesting readings:
– http://particletree.com/features/visualizing-fittss-law/
– http://www.asktog.com/columns/022DesignedToGiveFitts.html
– http://www.yorku.ca/mack/GI92.html
Precision Pointing Movement Time
• Study: Sears and Shneiderman ’91
– Broke down task into gross and fine components for small targets
– PPMT = a + b log2(D/W+1) + c log2(d/W)
• c – speed for short distance movement
• d – minor distance
– Notice how the overall time changes with a smaller target.
• Other factors
– Age (Pg. 369)
• Research: How can we design devices that produce smaller
constants for the predictive equation
– Two handed
– Zooming
Novel Devices
• Themes:
– Make device more diverse
• Users
• Task
– Improve match between task and
device
– Improve affordance
– Refine input
– Feedback strategies
• Foot controls
– Already used in music where
hands might be busy
– Cars
– Foot mouse was twice as slow as
hand mouse
– Could specify ‘modes’
Novel Devices
• Eye-tracking
– Accuracy 1-2 degrees
– selections are by constant
stare for 200-600 ms
– How do you distinguish w/ a
selection and a gaze?
– Combine w/ manual input
• Multiple degree of freedom
devices
– Logitech Spaceball and
SpaceMouse
– Ascension Bird
– Polhemus Liberty and IsoTrack
Novel Devices
• Boom Chameleon
– Pros: Natural, good spatial
understanding
– Cons: limited applications, hard
to interact (very passive)
• DataGlove
– Pinch glove
– Gesture recognition
– American Sign Language,
musical director
– Pros: Natural
– Cons: Size, hygiene, accuracy,
durability
Novel Devices
• Haptic Feedback
– Why is resistance useful?
– SensAble Technology’s Phantom
– Cons: limited applications
– Sound and vibration are easier and can
be a good approximation
• Rumble pack
• Two-Handed input
– Different hands have different
precision
– Non-dominant hand selects fill, the
other selects objects
• Ubiquitous Computing and Tangible
User Interface
– Active Badges allows you to move
about the house w/ your profile
– Which sensors could you use?
– Elderly, disabled
– Research: Smart House
– Myron Kruger – novel user
participation in art (Lots of exhibit art
at siggraph)
Novel Devices
• Paper/Whiteboards
– Video capture of annotations
– Record notes (special tracked pens
Logitech digital pen)
• Handheld Devices
– PDA
– Universal remote
– Help disabled
• Read LCD screens
• Rooms in building
• Maps
– Interesting body-context-sensitive.
• Ex. hold PDA by ear = phone call
answer.
Novel Devices
• Miscellaneous
– Shapetape – reports 3D
shape.
• Tracks limbs
• Engineer for specific app
(like a gun trigger
connected to serial port)
– Pros: good affordance
– Cons: Limited general use,
time
Speech and Auditory Interfaces
• There’s the dream
• Then there’s reality
• Practical apps don’t really require freeform
discussions with a computer
– Goals:
• Low cognitive load
• Low error rates
• Smaller goals:
– Speech Store and Forward (voice mail)
– Speech Generation
– Currently not too bad, low cost, available
Speech and Auditory Interfaces
• Bandwidth is much lower than visual displays
• Ephemeral nature of speech (tone, etc.)
• Difficulty in parsing/searching (Box 9.2)
• Types
– Discrete-word recognition
– Continuous speech
– Voice information
– Speech generation
– Non-speech auditory
• If you want to do research here, lots of research in the audio,
audio psychology, and DSP field you should understand
Discrete-Word Recognition
• Individual words spoken by a specific person
• Command and control
• 90-98% for 100-10000 word vocabularies
• Training
– Speaker speaks the vocabulary
– Speaker-independent
• Still requires
– Low noise operating environment
– Microphones
– Vocabulary choice
– Clear voice (language disabled are hampered, stressed)
– Reduce most questions to very distinct answers (yes/no)
Discrete-Word Recognition
• Helps:
– Disabled
– Elderly
– Cognitive challenged
– User is visually distracted
– Mobility or space restrictions
• Apps:
– Telephone-based info
• Study: much slower for cursor movement than mouse or keyboard
(Christian ’00)
• Study: choosing actions (such as drawing actions) improved performance
by 21% (Pausch ’91) and word processing (Karl ’93)
– However acoustic memory requires high cognitive load (> than hand/eye)
• Toys are successful (dolls, robots). Accuracy isn’t as important
• Feedback is difficult
Continuous Speech Recognition
• Dictation
• Error rates and error repair are still poor
• Higher cognitive load, could lower overall quality
• Why is it hard?
– Recognize boundaries (normal speech blurs them)
– Context sensitivity
– “How to wreck a nice beach”
• Much training
• Specialized vocabularies (like medical or legal)
• Apps:
– Dictate reports, notes, letters
– Communication skills practice (virtual patient)
– Automatic retrieval/transcription of audio content (like radio, CC)
– Security/user ID
Voice Information Systems
• Use human voice as a source of info
• Apps:
– Tourist info
– Museum audio tours
– Voice menus (Interactive Voice Response IVR systems)
• Use speech recognition to also cut through menus
– If menus are too long, users get frustrated
– Cheaper than hiring 24 hr/day reps
• Voice mail systems
– Interface isn’t the best
• Get email in your car
– Also helps with non-tech savvy like the elderly
• Potentially aides with
– Learning (engage more senses)
– Cognitive load (hypothesize each sense has a limited ‘bandwidth’)
• Think ER, or fighter jets
Speech Generation
• Play back speech (games)
• Combine text (navigation systems)
• Careful evaluation!
– Speech isn’t always great
• Door is ajar – now just a tone
• Use flash
• Supermarket scanners
– Often times a simple tone is better
– Why? Cognitive load
• Thus cockpits and control rooms need speech
• Competes w/ human-human communication
Speech Generation
• Ex: Text-to-Speech (TTS)
• Latest TTS uses multiple syllabi to make generated speech sound better
– Robotic speech could be desirable to get attention
– All depends on app
– Thus don’t assume one way is the best, you should user test
• Apps: TTS for blind, JAWS
• Web-based voice apps: VoiceXML and SALT (tagged web pages).
– Good for disabled, and also for mobile devices
• Use if
– Message is short
– Requires dynamic responses
– Events in time
• Good when visual displays aren’t that useful. When?
– Bad lighting, vibrations (say liftoff)
Non-speech Auditory Interface
• Audio tones that provide information
• Major Research Area
– Sonification – converting information into audio
– Audiolization
– Auditory Interfaces
• Browsers produced a click when you clicked on a link
– Increases confidence
– Can do tasks without visual cognitive load
– Helps figure out when things are wrong
– Greatly helps visually impaired
Non-speech Auditory Interface
• Terms:
– Auditory icons – familiar sounds
(record real world sound and play
it in your app)
– Earcons – new learned sounds
(door ajar)
• Role in video games is huge
– Emotions, Tension, set mood
• To create 3D sound
– Need to do more than stereo
– Take into account Head-related
transfer function (HRTF)
• Ear and head shape
• New musical instruments
– Theremin
• New ways to arrange music
Displays
• Primary Source of feedback
• Properties:
– Physical Dimension
– Resolution
– Color Depth and correctness
– Brightness, contrast, glare
– Power
– Refresh rate
– Cost
– Reliability
– # of users
Display Technology
• Monochrome displays (single
color)
– Low cost
– Greater intensity range (medical)
• Color
– Raster Scan CRT
– LCD – thin, bright
– Plasma – very bright, thin
– LED – large public displays
– Electronic Ink – new product w/
tiny capsules of negative black
particles and positive white
– Braille – refreshable cells with
dots that rise up
Large Displays
• Wall displays
– Informational
• Control rooms, military, flight
control rooms, emergency
response
• Provides
– System overview
– Increases situational awareness
– Effective team review
• Old: Array of CRTs
– Interactive
• Require new interaction methods
(freehand sketch, PDAs)
• Local and remote collaboration
• Art, engineering
Large Displays
• Multiple Desktop Displays
– Multiple CRTs or Flat panels for
large desktops
– Cheap
– Familiar
– Spatial divide up tasks
– Comparison tasks are easier
– Too much info?
• HMD
• Eventually -> Every surface a pixel
Mobile device displays
• Applications
– Personal
• Reprogrammable picture
frames
– Digital family portrait
(GaTech)
– Business
• PDAs, cellphones
– Medical
• Monitor patients
– Research: Modality Translation
Services (Trace Center –
University of Wisconsin)
• As you move about it auto
converts data, info, etc. for
you
Mobile device displays
• Actions on mobile devices
– Monitor information and alert
(calendar)
– Gather then spread out
information (phone)
– Participate in groups and relate
to individual (networked
devices)
– Locate services and identify
objects (GPS car system)
– Capture and then share info
(phone)
Mobile device displays
• Guidelines for design
– Bergman ’00, Weiss, ’02
– Industry led research and design case studies
(Lindholm ’03)
– Typically short in time usage (except handheld
games)
– Optimize for repetitive tasks (rank functions by
frequency)
– Research: new ways to organize large amounts of
info on a small screen
– Study: Rapid Serial Visual Presentation (RSVP)
presents text at a constant speed (33%
improvement Oquist ’03)
– Searching and web browsing still very poor
performance
– Promising: Hierarchical representation (show full
document and allow user to select where to zoom
into)
Animation, Image, and Video
• Content quality has also greatly
increased
• 3D rendering is near life-like
• Digital Photography is common
• Scanned documents
• Video compression
• Multimedia considerations for the
disabled
• Printers
– 3D Printers create custom objects from
3D models

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Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

  • 2. Daroko blog: • Daroko Blog-trending business and technology
  • 3. Interaction Performance • 60s vs. Today – Performance • Hz -> GHz – Memory • k -> GB – Storage • k -> TB – Input • punch cards -> • Keyboards, Pens, tablets, mobile phones, mice, digital cameras, web cams – Output • 10 character/sec • Megapixel displays, color laser, surround sound, force feedback, VR • Substantial bandwidth increase!
  • 4. Interaction Performance • Future? – Gestural input – Two-handed input – 3D I/O – Others: voice, wearable, whole body, eye trackers, data gloves, haptics, force feedback – Engineering research! – Entire companies created around one single technology • Current trend: – Multimodal (using car navigation via buttons or voice) – Helps disabled (esp. those w/ different levels of disability)
  • 5. Keyboard and Keypads • QWERTY keyboards been around for a long time – (1870s – Christopher Sholes) – Cons: Not easy to learn – Pros: Familiarity – Stats: • Beginners: 1 keystroke per sec • Average office worker: 5 keystrokes (50 wpm) • Experts: 15 keystrokes per sec (150 wpm) • Is it possible to do better? Suggestions?
  • 6. Keyboard and Keypads • Look at the piano for possible inspiration • Court reporter keyboards (one keypress = multiple letters or a word) – 300 wpm, requires extensive training and use • Keyboard properties that matter – Size • large - imposing for novices, appears more complex • mobile devices – Adjustable • Reduces RSI, better performance and comfort – Mobile phone keyboards, blackberry devices, etc.
  • 7. Keyboard Layouts• QWERTY – Frequently used pairs far apart – Fewer typewriter jams – Electronic approaches don’t jam.. why use it? • DVOARK (1920s) – 150 wpm->200 wpm – Reducing errors – Takes about one week to switch – Stops most from trying • ABCDE – style – Easier for non-typists – Studies show no improvement vs. QWERTY • Number pads – What’s in the top row? – Look at phones (slight faster), then look at calculators, keypads • Those for disabled – Split keyboards – KeyBowl’s orbiTouch (screenshot) – Eyetrackers, mice – Dasher - 2d motion with word prediction
  • 8. Keys • Current keyboards have been extensively tested – Size – Shape – Required force – Spacing • Speed vs. error rates for majority of users • Distinctive click gives audio feedback – Why membrane keyboards are slow (Atari 400?) • Environment hazards might necessitate • Usually speed is not a factor
  • 9. Keys Guidelines • Special keys should be denoted • State keys (such as caps, etc.) should have easily noted states • Special curves or dots for home keys for touch typists • Inverted T Cursor movement keys are important (though cross is easier for novices) • Auto-repeat feature – Improves performance, but only if repeat is customizable (motor impaired, young, old) • Two thinking points: – Why are home keys fastest to type? – Why are certain keys larger? (Enter, Shift, Space bar) • This is called Fitt’s Law
  • 10. Keypads for small devices • PDAs, Cellphones, Game consoles • Fold out keyboards • Virtual keyboard • Cloth keyboards (ElekSen) • Haptic feedback? • Mobile phones – Combine static keys with dynamic soft keys – Multi-tap a key to get to a character – Study: Predictive techniques greatly improve performance – Ex. LetterWise = 20 wpm vs 15 wpm multitap • Draw keyboard on screen and tap w/ pen – Speed: 20 to 30 wpm (Sears ’93) • Handwriting recognition (still hard) – Subset: Graffiti2 (uses unistrokes)
  • 11. Pointing Devices • Direct manipulation needs some pointing device • Factors: – Size of device – Accuracy – Dimensionality • Interaction Tasks: – Select – menu selection, from a list – Position – 1D, 2D, 3D (ex. paint) – Orientation – Control orientation or provide direct 3D orientation input – Path – Multiple poses are recorded • ex. to draw a line – Quantify – control widgets that affect variables – Text – move text • Faster w/ less error than keyboard • Two types (Box 9.1) – Direct control – device is on the screen surface (touchscreen, stylus) – Indirect control – mouse, trackball, joystick, touchpad
  • 12. Direct-control pointing • First device – lightpen – Point to a place on screen and press a button – Pros: • Easy to understand and use • Very fast for some operations (e.g. drawing) – Cons: • Hand gets tired fast! • Hand and pen blocks view of screen • Fragile • Evolved into the touchscreen – Pros: Very robust, no moving parts – Cons: Depending on app, accuracy could be an issue • 1600x1600 res with acoustic wave – Must be careful about software design for selection (land-on strategy). • If you don’t show a cursor of where you are selecting, users get confused – User confidence is improved with a good lift-off strategy
  • 13. Direct-control pointing • Primarily for novice users or large user base • Case study: Disney World • Need to consider those who are: disabled, illiterate, hard of hearing, errors in usage (two touch points), etc.
  • 14. Indirect-Control Pointing • Pros: – Reduces hand-fatigue – Reduces obscuration problems • Cons: – Increases cognitive load – Spatial ability comes more into play • Mouse – Pros: • Familiarity • Wide availability • Low cost • Easy to use • Accurate – Cons: • Time to grab mouse • Desk space • Encumbrance (wire), dirt • Long motions aren’t easy or obvious (pick up and replace) – Consider, weight, size, style, # of buttons, force feedback
  • 15. Indirect-Control Pointing • Trackball – Pros: • Small physical footprint • Good for kiosks • Joystick – Easy to use, lots of buttons – Good for tracking (guide or follow an on screen object) – Does it map well to your app? • Touchpoint – Pressure-sensitive ‘nubbin’ on laptops – Keep fingers on the home position
  • 16. Indirect-Control Pointing • Touchpad – Laptop mouse device – Lack of moving parts, and low profile – Accuracy, esp. those w/ motor disabilities • Graphics Tablet – Screen shot – comfort – good for cad, artists – Limited data entry
  • 17. Comparing pointing devices • Direct pointing – Study: Faster but less accurate than indirect (Haller ’84) • Lots of studies confirm mouse is best for most tasks for speed and accuracy • Trackpoint < Trackballs & Touchpads < Mouse • Short distances – cursor keys are better • Disabled prefer joysticks and trackballs – If force application is a problem, then touch sensitive is preferred – Vision impaired have problems with most pointing devices • Use multimodal approach or customizable cursors • Read Vanderheiden ’04 for a case study • Designers should smooth out trajectories • Large targets reduce time and frustration
  • 18. Example • Five fastest places to click on for a right-handed user?
  • 20. Fitts’s Law • Paul Fitts (1954) developed a model of human hand movement • Used to predict time to point at an object • What are the factors to determine the time to point to an object? – D – distance to target – W – size of target • Just from your own experience, is this function linear? – No, since if Target A is D distance and Target B is 2D distance, it doesn’t take twice as long – What about target size? Not linear there either • MT = a + b log2(D/W + 1) – a = time to start/stop in seconds (empirically measured per device) – b = inherent speed of the device (empirically measured per device) – Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W = 2 cm • Ans: 300 + 200 log2(14/2 + 1) = 900 ms – Really a slope-intercept model
  • 21. Fitts’s Law • MT = a + b log2(D/W + 1) – a = time to start/stop in seconds (empirically measured per device) – b = inherent speed of the device (empirically measured per device) – Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W = 2 cm • Ans: 300 + 200 log2(14/2 + 1) = 900 ms – Question: If I wanted to half the pointing time (on average), how much do I change the size? • Proven to provide good timings for most age groups • Newer versions taken into account – Direction (we are faster horizontally than vertically) – Device weight – Target shape – Arm position (resting or midair) – 2D and 3D (Zhai ’96)
  • 22. Very Successfully Studied • Applies to – Feet, eye gaze, head mounted sights – Many types of input devices – Physical environments (underwater!) – User populations (even retarded and drugged) – Drag & Drop and Point & Click • Limitations – Dimensionality – Software accelerated pointer motion – Training – Trajectory Tasks (Accot-Zhai Steering Law) – Decision Making (Hick’s Law) • Results (what does it say about) – Buttons and widget size? – Edges? – Popup vs. pull-down menus – Pie vs. Linear menus – iPhone/web pages (real borders) vs. monitor+mouse (virtual borders) • Interesting readings: – http://particletree.com/features/visualizing-fittss-law/ – http://www.asktog.com/columns/022DesignedToGiveFitts.html – http://www.yorku.ca/mack/GI92.html
  • 23. Precision Pointing Movement Time • Study: Sears and Shneiderman ’91 – Broke down task into gross and fine components for small targets – PPMT = a + b log2(D/W+1) + c log2(d/W) • c – speed for short distance movement • d – minor distance – Notice how the overall time changes with a smaller target. • Other factors – Age (Pg. 369) • Research: How can we design devices that produce smaller constants for the predictive equation – Two handed – Zooming
  • 24. Novel Devices • Themes: – Make device more diverse • Users • Task – Improve match between task and device – Improve affordance – Refine input – Feedback strategies • Foot controls – Already used in music where hands might be busy – Cars – Foot mouse was twice as slow as hand mouse – Could specify ‘modes’
  • 25. Novel Devices • Eye-tracking – Accuracy 1-2 degrees – selections are by constant stare for 200-600 ms – How do you distinguish w/ a selection and a gaze? – Combine w/ manual input • Multiple degree of freedom devices – Logitech Spaceball and SpaceMouse – Ascension Bird – Polhemus Liberty and IsoTrack
  • 26. Novel Devices • Boom Chameleon – Pros: Natural, good spatial understanding – Cons: limited applications, hard to interact (very passive) • DataGlove – Pinch glove – Gesture recognition – American Sign Language, musical director – Pros: Natural – Cons: Size, hygiene, accuracy, durability
  • 27. Novel Devices • Haptic Feedback – Why is resistance useful? – SensAble Technology’s Phantom – Cons: limited applications – Sound and vibration are easier and can be a good approximation • Rumble pack • Two-Handed input – Different hands have different precision – Non-dominant hand selects fill, the other selects objects • Ubiquitous Computing and Tangible User Interface – Active Badges allows you to move about the house w/ your profile – Which sensors could you use? – Elderly, disabled – Research: Smart House – Myron Kruger – novel user participation in art (Lots of exhibit art at siggraph)
  • 28. Novel Devices • Paper/Whiteboards – Video capture of annotations – Record notes (special tracked pens Logitech digital pen) • Handheld Devices – PDA – Universal remote – Help disabled • Read LCD screens • Rooms in building • Maps – Interesting body-context-sensitive. • Ex. hold PDA by ear = phone call answer.
  • 29. Novel Devices • Miscellaneous – Shapetape – reports 3D shape. • Tracks limbs • Engineer for specific app (like a gun trigger connected to serial port) – Pros: good affordance – Cons: Limited general use, time
  • 30. Speech and Auditory Interfaces • There’s the dream • Then there’s reality • Practical apps don’t really require freeform discussions with a computer – Goals: • Low cognitive load • Low error rates • Smaller goals: – Speech Store and Forward (voice mail) – Speech Generation – Currently not too bad, low cost, available
  • 31. Speech and Auditory Interfaces • Bandwidth is much lower than visual displays • Ephemeral nature of speech (tone, etc.) • Difficulty in parsing/searching (Box 9.2) • Types – Discrete-word recognition – Continuous speech – Voice information – Speech generation – Non-speech auditory • If you want to do research here, lots of research in the audio, audio psychology, and DSP field you should understand
  • 32. Discrete-Word Recognition • Individual words spoken by a specific person • Command and control • 90-98% for 100-10000 word vocabularies • Training – Speaker speaks the vocabulary – Speaker-independent • Still requires – Low noise operating environment – Microphones – Vocabulary choice – Clear voice (language disabled are hampered, stressed) – Reduce most questions to very distinct answers (yes/no)
  • 33. Discrete-Word Recognition • Helps: – Disabled – Elderly – Cognitive challenged – User is visually distracted – Mobility or space restrictions • Apps: – Telephone-based info • Study: much slower for cursor movement than mouse or keyboard (Christian ’00) • Study: choosing actions (such as drawing actions) improved performance by 21% (Pausch ’91) and word processing (Karl ’93) – However acoustic memory requires high cognitive load (> than hand/eye) • Toys are successful (dolls, robots). Accuracy isn’t as important • Feedback is difficult
  • 34. Continuous Speech Recognition • Dictation • Error rates and error repair are still poor • Higher cognitive load, could lower overall quality • Why is it hard? – Recognize boundaries (normal speech blurs them) – Context sensitivity – “How to wreck a nice beach” • Much training • Specialized vocabularies (like medical or legal) • Apps: – Dictate reports, notes, letters – Communication skills practice (virtual patient) – Automatic retrieval/transcription of audio content (like radio, CC) – Security/user ID
  • 35. Voice Information Systems • Use human voice as a source of info • Apps: – Tourist info – Museum audio tours – Voice menus (Interactive Voice Response IVR systems) • Use speech recognition to also cut through menus – If menus are too long, users get frustrated – Cheaper than hiring 24 hr/day reps • Voice mail systems – Interface isn’t the best • Get email in your car – Also helps with non-tech savvy like the elderly • Potentially aides with – Learning (engage more senses) – Cognitive load (hypothesize each sense has a limited ‘bandwidth’) • Think ER, or fighter jets
  • 36. Speech Generation • Play back speech (games) • Combine text (navigation systems) • Careful evaluation! – Speech isn’t always great • Door is ajar – now just a tone • Use flash • Supermarket scanners – Often times a simple tone is better – Why? Cognitive load • Thus cockpits and control rooms need speech • Competes w/ human-human communication
  • 37. Speech Generation • Ex: Text-to-Speech (TTS) • Latest TTS uses multiple syllabi to make generated speech sound better – Robotic speech could be desirable to get attention – All depends on app – Thus don’t assume one way is the best, you should user test • Apps: TTS for blind, JAWS • Web-based voice apps: VoiceXML and SALT (tagged web pages). – Good for disabled, and also for mobile devices • Use if – Message is short – Requires dynamic responses – Events in time • Good when visual displays aren’t that useful. When? – Bad lighting, vibrations (say liftoff)
  • 38. Non-speech Auditory Interface • Audio tones that provide information • Major Research Area – Sonification – converting information into audio – Audiolization – Auditory Interfaces • Browsers produced a click when you clicked on a link – Increases confidence – Can do tasks without visual cognitive load – Helps figure out when things are wrong – Greatly helps visually impaired
  • 39. Non-speech Auditory Interface • Terms: – Auditory icons – familiar sounds (record real world sound and play it in your app) – Earcons – new learned sounds (door ajar) • Role in video games is huge – Emotions, Tension, set mood • To create 3D sound – Need to do more than stereo – Take into account Head-related transfer function (HRTF) • Ear and head shape • New musical instruments – Theremin • New ways to arrange music
  • 40. Displays • Primary Source of feedback • Properties: – Physical Dimension – Resolution – Color Depth and correctness – Brightness, contrast, glare – Power – Refresh rate – Cost – Reliability – # of users
  • 41. Display Technology • Monochrome displays (single color) – Low cost – Greater intensity range (medical) • Color – Raster Scan CRT – LCD – thin, bright – Plasma – very bright, thin – LED – large public displays – Electronic Ink – new product w/ tiny capsules of negative black particles and positive white – Braille – refreshable cells with dots that rise up
  • 42. Large Displays • Wall displays – Informational • Control rooms, military, flight control rooms, emergency response • Provides – System overview – Increases situational awareness – Effective team review • Old: Array of CRTs – Interactive • Require new interaction methods (freehand sketch, PDAs) • Local and remote collaboration • Art, engineering
  • 43. Large Displays • Multiple Desktop Displays – Multiple CRTs or Flat panels for large desktops – Cheap – Familiar – Spatial divide up tasks – Comparison tasks are easier – Too much info? • HMD • Eventually -> Every surface a pixel
  • 44. Mobile device displays • Applications – Personal • Reprogrammable picture frames – Digital family portrait (GaTech) – Business • PDAs, cellphones – Medical • Monitor patients – Research: Modality Translation Services (Trace Center – University of Wisconsin) • As you move about it auto converts data, info, etc. for you
  • 45. Mobile device displays • Actions on mobile devices – Monitor information and alert (calendar) – Gather then spread out information (phone) – Participate in groups and relate to individual (networked devices) – Locate services and identify objects (GPS car system) – Capture and then share info (phone)
  • 46. Mobile device displays • Guidelines for design – Bergman ’00, Weiss, ’02 – Industry led research and design case studies (Lindholm ’03) – Typically short in time usage (except handheld games) – Optimize for repetitive tasks (rank functions by frequency) – Research: new ways to organize large amounts of info on a small screen – Study: Rapid Serial Visual Presentation (RSVP) presents text at a constant speed (33% improvement Oquist ’03) – Searching and web browsing still very poor performance – Promising: Hierarchical representation (show full document and allow user to select where to zoom into)
  • 47. Animation, Image, and Video • Content quality has also greatly increased • 3D rendering is near life-like • Digital Photography is common • Scanned documents • Video compression • Multimedia considerations for the disabled • Printers – 3D Printers create custom objects from 3D models

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