Interaction Devices
Human Computer Interaction
CIS 6930/4930
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
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)
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?
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
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
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
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)
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)
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)
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
Direct-control pointing
►
Primarily for novice
users or large user
base
►
Case study: Disney
World
►
Need to consider those
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
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
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
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
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 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 log
2(14/2 + 1) = 900 ms
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 log
2(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)
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
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
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
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
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
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
►
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.
►
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
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
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)
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)
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)
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’)
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
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?
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
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
Displays
►
Primary Source of
feedback
►
Properties:
Physical Dimension
Resolution
Color Depth and correctness
Brightness, contrast, glare
Power
Refresh rate
Cost
Reliability
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
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)
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
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
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)
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
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
►