Transcript
Page 1: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

Interaction Devices

Page 2: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

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Page 3: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

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!

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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)

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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?

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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.

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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

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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

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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

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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)

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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

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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

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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.

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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

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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

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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

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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

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Example• Five fastest places to click on for a right-handed

user?

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Example• What affects time?

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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

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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)

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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

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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

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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’

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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

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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

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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)

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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.

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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

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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

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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

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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)

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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

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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

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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

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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

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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)

Page 38: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

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

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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

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Displays• Primary Source of feedback• Properties:

– Physical Dimension– Resolution– Color Depth and correctness– Brightness, contrast, glare– Power– Refresh rate– Cost– Reliability– # of users

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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

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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

Page 43: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

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

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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

Page 45: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

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)

Page 46: Interaction devices in human Computer Interface(Human Computer interface tutorials)- 2014-2015

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)

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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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