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

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Page 1: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output

Dan Suthers

Page 2: 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

Page 3: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

Discrete Entry Devices

• Keyboards: Hardware– Membrane

• Spill resistant• No built in feedback

– Electromechanical • “Click” feedback• Sensitive to spills etc.

Page 4: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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!!!

Page 5: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

Dvorak

Page 6: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 7: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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!

Page 8: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 9: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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)

Page 10: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 11: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 12: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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)

Page 13: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 14: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

Input Device Design Issues

Match the device to • Physiological and psychological

characteristics of users• Tasks to be performed• Intended work environment

Page 15: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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?

Page 16: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

Output Devices

• Visual– Data Visualizations– Visual Interaction– Dynamic Visualization and Animation

• Auditory• Speech • Tactile

Page 17: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 18: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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)

Page 19: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 20: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 21: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 22: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 23: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 24: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

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

Page 25: ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers

Examples

• Wacom tablet• Speech I/O on Macintosh• Photo visualization on PC