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(1)

Interaction Devices

Human Computer Interaction

CIS 6930/4930

(2)

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

(3)

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)

(4)

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?

(5)

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,

(6)

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

(7)

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

(8)

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)

(9)

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)

(10)

Pointing Devices

► Direct manipulation needs some pointing device ► Factors:

▪ Size of device

▪ Accuracy

▪ Dimensionality

► Interaction Tasks:

▪ Select – users choose from a set of items. menu selection, from a list

▪ Position – users choose a point in 1D, 2D, 3D (ex. paint)space.

▪ used to create a drawing, to place a new window.

▪ 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 and gives less error than keyboard ► Two types (Box 9.1)

Direct control – device is on the screen surface

(Lightpen,touchscreen, stylus)

(11)

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

(12)

Direct-control pointing

Primarily for novice

users or large user

base

Case study: Disney

World

Need to consider those

(13)

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)

(14)

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

(15)

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

(16)

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

(17)

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 log

2(14/2 + 1) = 900 ms

(18)

Fitts’s Law

MT = a + b log

2

(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)

(19)

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

(20)

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

(21)

8.3.6 Nonstandard interaction and 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

(22)

8.3.6 Nonstandard interaction and 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

(23)

8.3.6 Nonstandard interaction and 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,

(24)

8.3.6 Nonstandard interaction and 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

(25)

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.

(26)

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

(27)

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

(28)

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

(29)

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)

(30)

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)

(31)

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)

(32)

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’)

(33)

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

(34)

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?

(35)

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

(36)

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

(37)

Displays

Primary Source of

feedback

Properties:

▪ Physical Dimension

▪ Resolution

▪ Color Depth and correctness

▪ Brightness, contrast, glare

▪ Power

▪ Refresh rate

▪ Cost

▪ Reliability

(38)

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

(39)

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)

(40)

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

(41)

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

(42)

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)

(43)

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

(44)

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

References

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