ics 463, intro to human computer interaction design: 9 “theory”. input and output dan suthers
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ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output
Dan Suthers
Input Devices
• Discrete Entry Devices• Continuous Entry (Pointing)
Devices• Natural Language Input
Discrete Entry Devices
• Keyboards: Hardware– Membrane
• Spill resistant• No built in feedback
– Electromechanical • “Click” feedback• Sensitive to spills etc.
Discrete Entry Devices
• Keyboards: Layout– QUERTY
• Designed to slow you down!– Dvorak
• Designed for efficient and less stressful typing
• Available since 1930s yet not used due to cost of retraining!!!
Dvorak
Discrete Entry Devices
• Keyboards continued– Chord
• Multiple simultaneous keystrokes make a letter
• Can type with one hand
• Mouse buttons • Selection or indicating position in
combination with mouse pointing
• Switches• Useful for disabled
Continuous Entry (Pointing) Devices
These range from indirect cursor control to direct manipulation of display surface
• 2D: position motion– Cursor keys
• Activation maps to motion• Best for horizontal and vertical
movements– Joysticks
• Position maps to direction and speed• Best for controlling direction and speed,
e.g., games!
Continuous Entry (Pointing) Devices
• 2D: position indirect position– Mouse
• Best for moving objects and indicating position
• Need adequate 2D surface• Mechanical and optical variants
– Trackpads, trackballs• Best for indicating position. • Little space needed.
– Graphics Tablets• Like writing with pen on paper, but less
natural due to indirect display of results
Continuous Entry (Pointing) Devices
• 2D: position direct position– Mimeo, Smartboard
• Like whiteboard but writing is recorded• More natural than graphics tablets because
writing is displayed on same surface• Can be used as output device with projection
– Touch Screens• Direct manipulation, easy to learn, durable• Lack of precision (if using finger)• Large targets and untrained users in public• Palm Pilot: the exception? (uses stylus)
Continuous Entry (Pointing) Devices
• 2D: position direct position cont.– Stylus Screens
• Palm Pilot etc.• More precise than touch screens• May require training (handwriting
recognition)– Eye Tracking
• Based on reflection of light• Requires stable head• Involuntary eye movements may be a
problem• Potentially useful for disabled
Continuous Entry (Pointing) Devices
• Three dimensional– 3D Trackers
• Magnetic, ultrasound or radio• Track in 3D relative to fixed reference
point• Head Trackers used for disabled
– Flexion Sensors (Dataglove)• Track finger motions
– Computer Vision• Sophisticated algorithms track location of
objects in space
Natual Language Input
• Handwriting Recognition– Natural handwriting (Newton)
• Requires training of the computer– Stylized writing (Palm Pilot)
• Requires training of the user• Less error prone (sort of)
Natual Language Input
• Speech Recognition– Isolated Word versus Continuous – Speaker Dependent versus Independent– Advantages
• Easier to train users• Can do other things at the same time• Accessible to disabled
– Disadvantages• Error prone• Vulnerable to interference from noise• Natural language is not precise
Input Device Design Issues
Match the device to • Physiological and psychological
characteristics of users• Tasks to be performed• Intended work environment
Matching Devices to Tasks
• Identify the task requirement – What kind of motion and manipulation is
needed?– What kind of feedback is needed?
• Identify the expressiveness of the devices – How can one manipulate the device?
• How natural is the mapping? – Does the manipulation of the device
correspond well to the manipulation of the artifacts?
– Does the feedback match the user’s mental model?
Output Devices
• Visual– Data Visualizations– Visual Interaction– Dynamic Visualization and Animation
• Auditory• Speech • Tactile
Visual Output
• Most common• Large literatures on perceptual issues,
e.g., dark characters on light background optimize contrast and minimize reflections
• Uses– Data visualization– Visual feedback of interaction – Dynamic visualization of models or data – Interactive animations
Data Visualization
• Large literature on visual display of data• Parallel versus serial detection:
– Parallel: color, value, angle, sloope, length, texture– Serial: shape, area, curvature, connection,
containment
• No one representation is optimal for all tasks; e.g. Lohse’s example of line graph, bar graph, and table (retrieving values, finding maximums, comparison of trends)
• Match characteristics of data to those of representation (e.g., continuous versus categorical): refer back to Ch. 4 (table 4.2)
Visual Interaction
• Continuous feedback on processes and state maintains user’s mental model and feeling of control– Progress through a process– Prompting for input– Confirming input– Indicating errors– Location in the artifact– Location of next action
Dynamic Visualization & Animation
• Data visualization: external data is displayed
• Model-based visualization: computer model is displayed
• Animation: (inter)active visualization of process
• Advantages over noncomputational media: – Apply algorithm to new data easily– Interactive– Flexible
Design recommendations
• Use paper-based prototypes • Consider a wide range of tasks and
test with a large range of data• Carry out tests on many real users
Auditory
• Uses of sound are expanding– Alerting to errors – Drawing attention in complex environment
or when eyes may be away from screen– Monitoring background events– Subtle audio enhancements make widget
manipulations more “physical”– Data sonification: provide audio coding; rely
on audio pattern recognition to detect changes
– Natural sounds as data
Speech
• Natural language planning is complex; most speech output is from templates
• Concatenation: piece together prerecorded words or phrases
• Synthesis: rules map text to stream of phonemes
• Applications include: – Alerting when eyes are off screen– Interaction over telephone systems– Interfaces for the blind
A key design principle
In any “perceptualization:”• Find a mapping between domain
and display elements and relationships that makes perceptually prominent those that should be conceptually prominent
• Apply this mapping in a consistent way
Examples
• Wacom tablet• Speech I/O on Macintosh• Photo visualization on PC