designing for humans - eecs.yorku.ca€¦ · designing for humans (part i) control-display...
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Designing for Humans
(Part I)
Control-Display Relationships1
1 Aka “mappings”
Controls and Displays (1)
“Control” An input device “manipulated” by a human responder
Examples: keyboard, mouse, joystick, button, microphone, touchscreen, etc.
“Display” An output device stimulating a human sense
Visual display (e.g., CRT, LCD, any light)
Auditory display (e.g., speaker)
Tactile display (e.g., a solenoid-driven pin)
Smell display (?)
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Controls and Displays (2)
(review)
Tactile Displays Sense of touch extremely important in user interfaces When an input sense is stimulated due to a response
output, the simulation is called feedback
Passive tactile feedback is everywhere E.g., contour of keys on a keyboard
Active tactile feedback is not everywhere, but still common E.g., vibro-tactile feedback on mobile phones
Next few slides
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Passive Tactile Feedback(examples)
Missing Tactile Feedback!!!(Beware the designer!)
No tactile feedback at edge of touchpad!
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The Fix!
Active Tactile Feedback (1)
Tactile Mouse A mouse re-engineered to include tactile feedback on
the button
Improved target selection
Employs a solenoid-driven pin embedded in the button
http://www.yorku.ca/mack/Ergonomics.html
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Active Tactile Feedback (2)
Tactile Touchpad Button clicks without separate buttons or
tapping the pad surface
Just press down (like a mouse button)
Video
http://www.yorku.ca/mack/CHI97b.html
http://www.yorku.ca/mack/CHI98.html
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Active Tactile Feedback (3)
Tilt Mazea:
a Constantin, C. I., & MacKenzie, I. S. (2014). Tilt-controlled mobile games: Velocity-control vs. position-control. Proceedings of the 6th IEEE Consumer Electronics Society Games, Entertainment, Media Conference - IEEE-GEM 2014, pp. 24-30. New York: IEEE. doi: 10.1109/GEM.2014.7048091.
Device vibrates when ball hits wall.
Auditory Displays
Useful… For the visually challenged
To reduce visual demand in mobile computing
Example Eyes-free text entry on a touchscreen phone
Video
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http://www.yorku.ca/mack/tic2009.html
Control-Display Compatibility
Compatibility refers to the “correctness” of the relationship between the way the control is manipulated and the way the display responds
“Correct” example: Move a mouse right, cursor moves right
“Incorrect” example: Move a mouse right, cursor moves left
Next slide
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Example – Cursor Control (1D)
Control Display
Compatibility
Compatibility is (arguably) not inherent
It is a learned relationship
“Learned” examples:
Move mouse forward,cursor moves up
Press down key,image moves up
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Compatibility (2)
x
yz
Example – Object Manipulation (1D)
DisplayControl
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Example – Object Manipulation (2D)
DisplayControl
DisplayControl
Dimensions vs. Degrees of Freedom
In 2D there are 3 dof (degrees of freedom) x position or displacement y position or displacement Θz – z-axis angle or rotation
A mouse is a 2 dof device Senses x displacement Senses y displacement Does not sense z-axis rotation
The problem: generating z-axis rotation data with a mouse
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Solution #1 – Rotate Tool
Demo
Move object to new location
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Solution #2 – Build a 3 dof Mouse
Solution #2 – We did it!
Two-ball mouse with 3 degrees of freedom
Video
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http://www.yorku.ca/mack/CHI97a.html
Design Issues for 3 dof Mouse
Switching between 2 dof and 3 dof modes Solution: use a modifier key (e.g., SHIFT) to
enable 3 dof mode
Yielding 360° of rotation from limited wrist movement Solution: use a modifier key (e.g., CTRL to
“amplify” rotational mapping
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3D Interaction (6 dof)
In class demo: Open 3DManipulationExample.xls and manipulate image
CD Compatibility & Cultural Bias
Question:• Is the light on or off?
Answer:• Off (in England)• On (in Canada)
Control (switch) Display (light)
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Control-Display Relationships
What does thisbutton do?
Answer:• moves the selected field“backward” in time.
Yes, but…
“up” = earlier
“down” = later
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Thank you