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1 Human Computer Interaction 2014, Lecture 7 LECTURE 7, DIRECT MANIPULATION WINDOWS, ICONS September 25 2014 human computer interaction 2014, fjv 1 Example from HCI 2012 Project for Virtual Pool Table Can we make a “look and feel” pool table. Technical aspects need be solved How do users respond to the “virtual” table. Realized with the Processing environment human computer interaction 2014, fjv 2 The Virtual Pool Table human computer interaction 2014, fjv 3 Review #6 Interaction Styles Command Line Natural Language Speech Key-Modal Menus Direct Manipulation Form fill-in Interaction Styles Linguistic Key-Modal Hybrid Styles WIMP + CLI WIMP + Speech WIMP + Form 4 human computer interaction 2014, fjv

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Page 1: LECTURE 7, DIRECT MANIPULATION WINDOWS, ICONSliacs.leidenuniv.nl/~verbeekfj/courses/hci/hci2014-07.pdf · Human Computer Interaction 2014, Lecture 7 1 LECTURE 7, DIRECT MANIPULATION

1Human Computer Interaction 2014, Lecture 7

LECTURE 7,

DIRECT MANIPULATION

WINDOWS, ICONS

September 25 2014

human computer interaction 2014, fjv 1

Example from HCI 2012

• Project for Virtual Pool Table

• Can we make a “look and feel” pool table.

• Technical aspects need be solved

• How do users respond to the “virtual” table.

• Realized with the Processing environment

human computer interaction 2014, fjv 2

The Virtual Pool Table

human computer interaction 2014, fjv 3

Review #6

• Interaction Styles – Command Line– Natural Language– Speech– Key-Modal – Menus– Direct Manipulation– Form fill-in

• Interaction Styles– Linguistic– Key-Modal

• Hybrid Styles– WIMP + CLI– WIMP + Speech– WIMP + Form

4human computer interaction 2014, fjv

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2Human Computer Interaction 2014, Lecture 7

DIRECT MANIPULATION

The basic interaction style in modern GUI’s

human computer interaction 2014, fjv 5

Direct Manipulation

• Windows, Icons, Menus, Pointers, aka WIMP,

Forms, (other objects)

• Objects can be acted upon directly by user with

pointing device

• Choice of forms and icons important

– a. match:

designer’s representation - user’s understanding

– b. choice of metaphors

– c. explicit attention to ways in which instantiated and ‘real’

objects differ

– d. cultural bias of representation

6human computer interaction 2014, fjv

Direct-Manipulation Systems

Technologies that derive from word processor:

• Integration

• Desktop publication software

• Slide-presentation software

• Hypermedia environments

• Improved macro facilities

• Spell checker and thesaurus

• Grammar checkers

7human computer interaction 2014, fjv

Direct-Manipulation Systems

Video games

• Nintendo Wii, Sony PlayStation, Microsoft Xbox, Kinect

• Field of action is visual and compelling

• Commands are physical actions whose results are immediately shown on

the screen

• No syntax to remember

• Most games continuously display a score

• Direct manipulation in “the Sims”

• Second Life virtual world

• Spore

• Myst well received

• DOOM and Quake controversial

8human computer interaction 2014, fjv

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3Human Computer Interaction 2014, Lecture 7

Examples Direct-Manipulation

9

Guitar Hero video game

human computer interaction 2014, fjv

Direct Manipulation

Advantages

• visually presents task

concepts

• learnability

• retention over time

• error avoidance

• encourages exploration

• high subjective satisfaction

Disadvantages

• can be difficult to program

(especially error handling)

• non-sighted users

• requires high-end equipment

• New developments require to

rethink the principles of Direct

Interaction

10

Visual representation of objects and tasks that can be manipulated in arbitrary

orders by users: GUI

human computer interaction 2014, fjv

Hybrid Systems

11human computer interaction 2014, fjv 12human computer interaction 2014, fjv

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4Human Computer Interaction 2014, Lecture 7

13

www.dontclick.it

human computer interaction 2014, fjv

Evaluation of Interaction Styles

Depending on Context and:

• Time to learn

• Speed of performance

• Rate of errors

• Retention over time

• Subjective satisfaction

14human computer interaction 2014, fjv

Ubiquitous Computing

• Introduced by Weiser 1991:

“Invisibly enhancing the world that already exists”

• Computers disappear in environment

• Goal:

“Make the interface metaphor visible to user”

• Beyond GUI and WIMP

• Multi-modal!

• Sensor based

15human computer interaction 2014, fjv

Fitt’s Law

Relation between

Target Size – Distance to Target (GUI)

Helps in Efficient Screen Design

Fitt’s law:

T = k log2 (D/S+0.5)

T = time to move hand to target

k ≈ 100ms,

D = distance,

S = size of target

• How would this work for newer interactions ?

16human computer interaction 2014, fjv

Page 5: LECTURE 7, DIRECT MANIPULATION WINDOWS, ICONSliacs.leidenuniv.nl/~verbeekfj/courses/hci/hci2014-07.pdf · Human Computer Interaction 2014, Lecture 7 1 LECTURE 7, DIRECT MANIPULATION

5Human Computer Interaction 2014, Lecture 7

Fitt’s Law Experiments

human computer interaction 2014, fjv 17

T = k log2 (D/S+0.5) Relation Between Size - Distance

Interaction, Mental Model, Fitt’s Law

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WINDOWING SYSTEMS

The Basics of Direct Manipulation

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Windowing Systems

Windows:

• Areas of visual display

• Rectangular or rectilinear in shape

• Divide display area in virtual displays

• Can display data/action from different machines,

applications, files, views, etc.

• Windowing systems:

– manage input and output resources

– like OS manages CPU time, disk space, memory, etc.

human computer interaction 2014, fjv 20

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6Human Computer Interaction 2014, Lecture 7

Windowing Systems

• Archetype: Xerox PARC Star/Dynabook

• OS Window Manager:

• Apple Macintosh

• MS-Windows

• Window Manager:

• X11

– X11/R6

– Open look

– Motif

– CDEhuman computer interaction 2014, fjv 21

Tasks Windowing System

• Managing input– Dispatching input events

• Changing Focus– Click-to-focus

– Mouse-over-focus

• Managing a Single Window– Dragging

– Scrolling (more info than fits the screen)

• Managing Multiple Windows– Iconify (not all windows are displayed at once)

– Tiling

– Overlapping

human computer interaction 2014, fjv 22

Example – RedHat Gnome

human computer interaction 2014, fjv 23

Windows & Widgets

• Interface Components are Virtual Devices, referred to as widgets

• Widgets: Set of “standard components” to

compose GUI

– Buttons: push, radio, check box

– Scrollbars

– Menus

– Text boxes

• Window Systems are build from Widgets,also referred to as the Widget Set

human computer interaction 2014, fjv 24

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7Human Computer Interaction 2014, Lecture 7

Windows Working Set

• Set of windows needed to carry out a particular task effectively (Card, 1984)

• Multiple tasks are done simultaneously

• Adapt Window-Set to that fact

– prevent searching for particular window

– prevent time wasted on reorganizing

– prevent time wasted on manipulating

• Window-Working Set for each stage

• Later adapted to room-building paradigm

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Room-Building Concept

• How do people actually use windows: Rooms

(Henderson & Card 1987)

• Recurring configurations

• Particular (recurring) configurations are stored

in a room

• Room = icon + name (HP-VUE, CDE, Linux)

• Whole session is the building

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Tablets still have the rooms concept

Windows and Rooms

Card & Henderson 1987, classic schema

human computer interaction 2014, fjv 27

Windows Room-Building

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8Human Computer Interaction 2014, Lecture 7

human computer interaction 2014, fjv 29

• Increase screen capacity,

– Virtualization

• Video memory,

– Rapid switching

• Organize by putting applications in different

screens:

– window-room concept.

• Connect Application to screen

– window-room concept.

Virtual Desktops

human computer interaction 2014, fjv 30

Graphical User Interfaces

• Virtual Devices:

– Exists by virtue of operation of computer system.

– Buttons, Active screen areas, Sliders, Control panels …

• Interface Components are Virtual Devices: widgets

– set of “standard components” to compose GUI

– buttons

• push

• radio

• check boxes

– scrollbars

– menus

– text boxes

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Windowing Systems I

• Provide infrastructure to

– Support common UI-related services

• Provide functionality for

– Input/Output device handling

– Which window gets which input/output

• Window manager

– Create and organize window

– Implement interaction in those windows

– Dispatch events

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9Human Computer Interaction 2014, Lecture 7

Windowing Systems II

• Top level windows known as root windows

– Provide an abstraction to separate applications

– Windowing system arbitrates resources among these

– Abbrev. (main) Window, constitutes one application

• Each root window belongs to an application.

– All descendant windows belong to same application

– Not used by OLE (ActiveX); include window/data from other application

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Root Window

human computer interaction 2014, fjv 34

Major Issues in GUI programming

• How to decompose the UI into:

– Interactive objects (widgets)?

– Tasks (task decomposition)

• How to distribute inputs to the widgets?

• Contrast

– Sequential (standard) program flow

– Event-driven program flow

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Sequential Programs I

• Program takes control, prompts for input

• Examples include

– command-line prompts (DOS, UNIX)

– LISP interpreter

– Chatterbot (Q&A interface style)

• The user waits on the program

– Program tells user it’s ready for more input

– User enters more input

36human computer interaction 2014, fjv

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10Human Computer Interaction 2014, Lecture 7

Sequential Programs II, C(++)

int foo (struct rectangle *rect){

// do something}int main (){

…foo (rect);…

}

37human computer interaction 2014, fjv

Sequential Programs III

• The user waits on the program

1. Program tells user it is ready for more input

2. User enters more input

3. Program responds and goes back to

Question …

• How to model the many actions a user can

take?

– For example, a word processor?

– Need to do editing, inserting, formatting, etc.

38human computer interaction 2014, fjv

Sequential Programs IV

• Control resides with the program

• You can follow the program

– Start at main()

– Keep following the function calls / threads

– Understand functions

39human computer interaction 2014, fjv

Graphical User Interfaces

• Control resides at the user side

• The user

– Can take any action

– Out of N possible options

– At any possible time

• Reading the program is difficult

– Reading event handlers

– Understanding each point of interaction

40human computer interaction 2014, fjv

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11Human Computer Interaction 2014, Lecture 7

Event handling

• User files actions

• These actions generate events

– event handling:

way GUIs and/or windowing systems deal with

events.

– Thus, this style of programming is called:

event-based programming.

– event-based programs are often harder to read

41human computer interaction 2014, fjv

Simplified Main event loop

42

Initialization(); // Main AppWindow

while (not time to quit) {

E = getNextEvent ();

dispatch (E);

}

human computer interaction 2014, fjv

Events

• An event is something “interesting” that happens in the system, e.g.

– Mouse button goes down

– Item is being dragged

– Keyboard button was pressed

– I/O device filed action

– Windowing action (iconify etc. …)

• Communication from user to computer

– All done through events

– Task language (Abowd & Beale) = events

43human computer interaction 2014, fjv

Windowing Events

• Windowing events on window

– creation / destruction

– opening / closing

– iconifying / deiconifying

– selection / deselection

– resize

– redraw

• window manager tells the application to redraw within

a certain region;

• the application does the actual redrawing

44human computer interaction 2014, fjv

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12Human Computer Interaction 2014, Lecture 7

Where to dispatch?

• Decompose windows hierarchically

– main display

• MS Powerpoint

– Title bar

» iconify icon*

» maximize icon

» close icon

– Menu bar

– Tool bar

– Slide

» Title bar

» Text window

• Firefox browser

– ….

• Decomposition is organized in an Interactor tree

– Interactor tree is used for dispatching

45human computer interaction 2014, fjv

Model View Controller

• Model = information that application manipulates

– represents real world

• View = visual display of the model.

– change in the model requires change in the visual presentation thereof.

• Controller =receives all input events and decides upon meaning and process

46human computer interaction 2014, fjv

Model-View-Controller Architecture

• What is MVC?

• Smalltalk used MVC – model–view–controller

– model – internal logical state of component

– view – how it is rendered on screen

– controller – processes user input

• should be conceptually separate

– really separate Model and View/Controller

– why?

• Say you change the model: what happens?

– damage()

– then for each view: redraw()

47human computer interaction 2014, fjv 48

MVC: model - view - controller

model

view

controller

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13Human Computer Interaction 2014, Lecture 7

MVC issues

• MVC is largely pipeline model:

input → control → model → view → output

• but in graphical interface

– input only has meaning in relation to output

e.g. mouse click

– need to know what was clicked

– controller has to decide what to do with click

– but view knows what is shown where!

• in practice controller ‘talks’ to view

– separation not complete

49human computer interaction 2014, fjv

MVC underlies web programming

50human computer interaction 2014, fjv

Damage and redraw

• Region of screen that is no longer consistent with

model is damaged (terminology from MVC)

• if Model changes, it notifies Views (through Controller)

– when notified of change,

– the views report regions that are damaged to the system

– canvas::damageRegion(region)

– these requests for updates are batched

• main event loop eventually picks up ‘redraw’ event

– before handling new input events it does a redraw on the

window

51human computer interaction 2014, fjv

Windowing systems & GUI design tools

• Handle clipping, redrawing, etc.

• Do not handle separation M-V-C

• This is your responsibility

• Also: realize that you cannot simple “draw

something” and expect it to appear

– everything happens in response to events

human computer interaction 2014, fjv 52

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14Human Computer Interaction 2014, Lecture 7

How do we build GUIs? (1)

• Decide what we want to build (paper design)

• Determine which events should be sent to

which widgets

– input

– internal

– etc.

human computer interaction 2014, fjv 53

How do we build GUIs? (2)

3. Lay out appropriate widgets using GUI tool

4. For each widget add missing event handlers

– “event listeners” (Java)

– “slots” (Qt)

5. Connect event senders to event receivers

– Upon necessity

6. Add your code

– The “product” functionality

– cf. Rules Schneiderman – Norman

54human computer interaction 2014, fjv

Conclusive Remarks

Defining paradigm in interactive software

architectures : event based programming

1. USER is in control

2. No uniform flow of control through program

55human computer interaction 2014, fjv

Review #7a

• Window systems– Tasking

– Working Sets,

– Room-Building concept

• Widget set– Widgets

– Basic components

• Programming a GUI– Event based programming

– User is in control

– Model View Controller achitecture

human computer interaction 2014, fjv 56

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15Human Computer Interaction 2014, Lecture 7

ICONIC REPRESENTATIONS

ICONS

Typical Element of Direct Manipulation: Icon

human computer interaction 2014, fjv 57

Icons

• Direct manipulation

• Definition

• Advantages and disadvantages

• Factors influencing meaningfulness

• Form and function

• Design guidance

• Classification

human computer interaction 2014, fjv 58

Icons are old ...

100000 yrs ago

Pictographs

Ideographs

human computer interaction 2014, fjv 59

Icon types (Marcus 1984)

• Icon

– Something that looks like what it represents

• Index

– Sign caused by object that it represents

– Depending on previous experiences

• Symbol

– Sign completely arbitraty in appearance

– Meaning must be learned

human computer interaction 2014, fjv 60

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16Human Computer Interaction 2014, Lecture 7

Icons & Affordance

human computer interaction 2014, fjv 61

Early icons Modern icons

Click Me!

Press Me!

Touch Me!

Definition of Icons

• Pictographic symbols that are used to focus on

essential features

• Represent underlying

– objects

– data structures

– processes

• … in a form which corresponds to the real world

• Can be entertaining, clever and visually appealing

(also dumb, annoying and useless)

human computer interaction 2014, fjv 62

Iconic Representation (Rogers 1989)

• Similar icons:

– Visually analogous to concept / object

• Example icons:

– Things commonly associated with action

• Symbolic icons:

– Use image that represents concept

• Arbitrary icons:

– No direct relationship with concept

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What do these icons refer to?

Less accidents Symbolic

Less aggression Symbolic

No Photo-controls Symbolic

Less fuel use Example

human computer interaction 2014, fjv 64

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17Human Computer Interaction 2014, Lecture 7

Icons very Commonly used

Word 2000

Netscape 7.0

FireFox 3.0/ Thunderbird 2.0

human computer interaction 2014, fjv 65

Advantages of Icons (1)

• Recognition

– Users remember meaning more

easily than command names

– Searched and selected faster than text

• Compactness

– Can convey meaning more rapidly than symbolic

language – little screen space

– Use less space than text,

i.e. more features can be presented

on one screen

human computer interaction 2014, fjv 66

Advantages of Icons (2)

• Comprehensibility

– Can convey objects, data and actions

• Universality

– Relatively language- and culture-independent

– Facilitates porting to international markets

• Plenty available for re-use

• Can represent dynamic aspects

– however: no clear evidence better than static

– Micons (moving icons or animated icons)

human computer interaction 2014, fjv 67

Disadvantages of Icons

• Ambiguity

• Dependent on user, task and context

• Cannot completely replace words in some complex situations

• Expensive - difficult to design good new icons

• Micons - too many distract

human computer interaction 2014, fjv 68

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18Human Computer Interaction 2014, Lecture 7

Moving Icons: MIcons

Moving icons can be

• Static

– Only change with system state

• Dynamic

– Independent of system state

• Portray dynamics

• Clarify action is ongoing

• Be annoying

human computer interaction 2014, fjv 69

Meaningfulness of Icons (1)

• Context

– Specific ~ General

– Easy ----------Difficult to deduce meaning

• Tasks

– Visual ~ Verbal

– Easy -----------Difficult to design

human computer interaction 2014, fjv 70

Context can change meaning

What does this icon mean:

What does this icon mean:

human computer interaction 2014, fjv 71

Meaningfulness of Icons (2)

• Text

– Addition increases understanding if:

• Abstract

• Vague

• Large icon set

– Meaning clear

– Recognition of icons

human computer interaction 2014, fjv 72

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19Human Computer Interaction 2014, Lecture 7

Icons: Addition of Text

Microsoft ExcelTooltip

human computer interaction 2014, fjv 73

Meaningfulness of Icons (3)

• Concept

– Concrete ~ Abstract

– Easy ---------- Difficult to design

• Distinguishable

– From other icons

human computer interaction 2014, fjv 74

Range of Icon Functions (Rogers, 1989)

Function

• Labeling

• Indicating

• Warning

• Identifying

• Manipulating

• Container

• Gestalt pattern

Example

• Menu item

• System state

• Error message

• File storage

• Tool for zooming and shrinking

• Object for placing discarded objects

• Structure in programming language

human computer interaction 2014, fjv 75

Visual Reflection Interaction State

human computer interaction 2014, fjv 76

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20Human Computer Interaction 2014, Lecture 7

Guidance in Design of Icons

• General HCI guidelines apply

– Colour, Placement, Visibility, Affordance

• Re-use / re-work existing designs

– Icon already known, Less work

• Avoid symbols unless meaning already known

– What is the context of usage

• Use icon design tools to experiment

• Test representation with users

human computer interaction 2014, fjv 77

Icon Design

• Poorly understood by computer professionals

• Everyday icons are the subject of much research

– e.g. flight arrivals /departures

• Trend towards higher quality graphics

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4 rules on Icons

• Look different from all other icons

• It is obvious what it does/represents

• It is recognizable in 16x16 pixels image ?

• Look good in Black & White and Color

human computer interaction 2014, fjv 79

Classification ISO Standard

• Interactive icons

–Mediate user interaction with software

application

• Non-interactive icons

–Status indicators

–System State Change

human computer interaction 2014, fjv 80

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21Human Computer Interaction 2014, Lecture 7

IBM Icon Classification

• Common User Access Workplace Environment

• Organized by IBM in 1988

• 3 Categories of Icons (interactive)

– Container (e.g. a folder)

– Data (e.g. a document)

– Device (e.g. a printer)

human computer interaction 2014, fjv 81

Icons Classification (ISO/IEC Based)

Examples

Icons

Interactive Non-interactive

Object Pointer Control Tool Status

indicator

Container Data Device

FolderIn-basket

DocumentChartSpreadsheet

PrinterPhone

SelectionTextGraphics

Cut/copy/pasteSpell-checkUp/down arrow

FillEraserPencil

Hourglass‘LEDs’

human computer interaction 2014, fjv 82

Using Icons to enhance Metaphor

• The BumpTop interface

• Pile as organizational entity

• Icon to invoke physical

interaction

• Pen/Gesture based

• Appeals on gestalt of

physical entities on desk

• Physical properties of icons

human computer interaction 2014, fjv 83

Icons or eye-cons

Icon:Greek εικων, eikon: image

An artistic visual representation or symbolof anything considered holy and divine,such as God, saints or deities.An icon could be a painting (includingrelief painting), sculpture, or mosaic.

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22Human Computer Interaction 2014, Lecture 7

Auditory Icons, Audible interfaces

• Example: SonicFinder

– Mac interface extension

– W.W. Gaver 1989

• Auditory icon

– has a semantic relationship with function

– Sound directly reflects physical interaction of object

• Mailbox, different sound for mail-file-program

• Similar to real mailbox

• Position of mailbox has effect on sound

– obscured, minimized

• Waste paper basket

• What are you throwing away, paper? slides? program? etc …

• Produce typical sound, e.g. crisping paper

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Audio-Aids: EarCons

• Short sound fragments that help operate the system

• Cell-phone

– Incoming call

– SMS message

– Low battery

• Computer

– Used in feed-back, action completes

– Draw Attention

– e.g. incoming mail, use specific sound per mail-type

• Timbre and Pitch

• Style (like in musical style) and Rhythm

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Paint File Earcon

Auditory Slider Earcon

EarCons

• Frist proposed by Meera Blattner (LLNL)

• Stephen Brewster (Glasgow Univ.) lots of research in implementation

• Audible icons: structures that are abstract audible messages to communicate complex information to (non-visual) users

• earcon (EER.cawn) n. An auditory icon: a sound that is used to represent a specific event or object.

human computer interaction 2014, fjv 87

Tactile aids: Tactons

• Tactile icons: structures abstract tactile messages to communicate complex information to non-visual users

• Ubiquitous computing

• Compare to Braille scale/time of structured information of a tacton is much smaller

• Design according to “prescribed” sequence of operations: haptic I/O device

– transducer

– freq. pulses, amplitudes, wave forms: Rhythm!

• Depending on transducer parameters

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23Human Computer Interaction 2014, Lecture 7

Tactor: Tactile devices for Tactons

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Kineticons

• Iconograhic scheme based on motion

• Motion: geometric manipulations on element

• Kineticons (Chris Harrrison)

– Do not alter pixel content of an element

– Differ from Micons

– Seen in variety of sytems, e.g. SmartPhone, Tablet

• Kinetic behaviour

– On desktop

– Make a Vocabulary

– Meaning human computer interaction 2014, fjv 90

Examples Kineticons

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Emotion-Aids: EmotiCons

• Originally a sequence of ordinary characters

used in e-mail, chat, SMS:

– conveying emotion through an icon

– converted to real icons

• See also: http://www.muller-godschalk.com/

• I am rushed:

• I am excited:

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24Human Computer Interaction 2014, Lecture 7

Iconic Gestures (Gesticons)

• Gestures are Iconic

• eg. eMessenger gestures

• eg. BumpTop gestures (see also other applications)

• Gestures are produces

• by hand interaction

• simulation of hand interaction

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Review 7b

• Icons

– Meaningfulness

– Classification

• Other Iconic types

– Audible

– Earcons

– Tactons

– Kineticons

– Emoticons

– Gestures (Gesticons)

• How are we building interactions.human computer interaction 2014, fjv 94