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INTERFACES AND INTERACTIONS Chapter 6 Patrick Hutto Dongjin Kim John Difante

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Chapter 6. INTERFACES AND INTERACTIONS. Patrick Hutto Dongjin Kim John Difante Lee Hailey. Introduction. Pre-1990s – efficient and effective interfaces was main goal GUI advances, Internet, cell phones, new technology etc. - PowerPoint PPT Presentation

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Page 1: INTERFACES AND INTERACTIONS

INTERFACES ANDINTERACTIONS

Chapter 6

Patrick HuttoDongjin KimJohn DifanteLee Hailey

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Introduction Pre-1990s – efficient and effective interfaces

was main goal GUI advances, Internet, cell phones, new

technology etc. Now there is a bigger opportunity to design for

user experience Gesture-based, tactile based, emotion based

interaction Novel ideas – ie. Tangible interfaces, mixed

realities, wearable interfaces

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Introduction While exciting, all these options can make picking

a design daunting We will consider designing interfaces for different

environments, people places and things Cannot cover all the different types of interfaces Look at key research and design concerns for

a few select interfaces

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Paradigms Definition – “Particular approach that has been

adopted by the community of researchers and designers for carrying out their work, in terms of shared assumptions, concepts and values.

Questions to be asked and how they should be framed

The phenomena to be observed The way findings from experiments are to be

analyzed and interpreted

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1980s Focus was to de-

sign user-centered applications for the desktop computer

Single “user” work-ing with a screen “interface”

Beginning of WIMP (windows, icons, menus, pointers)

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1990s• WIMP seemed

limiting• Non-WIMP inter-

faces were being experimented with

• These factors plus the innovations in technology created a revolution in the industry

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1990s Interaction design was moving “beyond the

desktop” New design, model and analysis methods New theories, concepts and ideas Turning to ‘social’, ‘emotional’ and

‘environmental’ the Single user was replaced by a bigger set

including people places and context

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Ubiquitous Computing (UbiComp)

• This would radically change the way people think and interact with computers

• Now computers would be part of their environment• Embedded in objects, devices and displays• Enable user to switch calmly and effortlessly

between tasks, without a computer background• New vocabulary – ie. Pervasive computing,

ambient intelligence, the disappearing computer

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New Challenges and Questions• How to enable people to access and interact with infor-

mation in their work, social and everyday lives, using an assortment of technologies

• How to design user experiences for people using inter-faces that are part of the environment but where there are no obvious controlling devices

• How and in what form to provide contextually rele-vant information to people at appropriate times and places to support them while on the move

• How to ensure that information that is passed around via interconnected displays, devices, and objects, is secure and trustworthy

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Command Interface Type in abbreviated commands at a prompt ….

System responds Ex. AutoCAD – still can be powerful interface

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WIMP/GUI• Xerox Star interface – led to birth• Color, typography imagery• Windows – scrolling, stretching, opening etc.• Icons – representation of commands,

applications etc.• Menus – list of options to scroll or select• Pointers – mouse cursor as interface• Evolution – 3d icons, audio icons, toolbars etc.

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Windows Window design – solution to physical

constraints of screen Multiple windows, scrolling down and across Swapping between windows – Mac function Dialog boxes – confirmations, errors, guiding

user input

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Menus• Menu design – like restaurant menus• Headings – easier to organize information• Menu contents are hidden until needed• Styles – flat lists, drop-down, pop-up• Nesting menus – tedious, iPod scrollwheel• Expanding menus – cascading menus,

mouse frustration• Contextual menus – ie. Right clicking

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Icons Represent objects – ie. Folders, trashcan In applications depict tools – ie. Paintbrush GUIs are now appealing Mapping – ie. Trashcan Recognizable icons PDAs, cellphones, etc.

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1990s interfaces Advanced graphical interfaces

MultimediaVirtual EnvironmentsVisualization

Web-based interfaces Speech interfaces Pen / gesture / touch screen interface Appliance interface

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Multi-Media combines different media within one interface

can be with by the userassumption

○ better way of presenting information○ easy to learn, understand, more engagement, pleasure

facilitates to multi representation

“heart” in in Multimedia-based encyclopediaimage/diagrams, video clips, audio recordings, text

interacted

rapid access

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“Heart” The heart is a muscular organ found in all

vertebrates that is responsible for pumping blood throughout the blood vessels by repeated, rhyth-mic contractions.

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Hands-on interactive simulation Cardiac Tutor

teaching cardiac resuscitation. BioBLAST

designing a life support system

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Multimedia CD-ROM assumption

learning and playing can be

however….more choice, more

need efforts for encouraging interactions

enhanced

selective

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Virtual Reality & Virtual Environment computer-generated graphical simulations create “the illusion of participation” (Gignatte) example: CAVE

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Advantages of VRs / VEs new kind of experience

Virtual Zoo Project

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Advantages of VRs / VEs higher level of with the objects

sense of makes setting convincing

different viewpointsfirst-person perspective : DOOMthird-person perspective : Tomb Raider, Second Life

fidelity

“presence”

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Information Visualization goal

amplifying human cognitionenabling users to see patterns, trends to gain insight

example3D interactive mapTree map

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Information Visualization

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Web-based Interface text-based (“vanilla” approach)

Nielsen : simplicity, feedback, speed…download time

○ very few graphics but offer users chances○ useit.com

graphic-based distinctive, striking, pleasurablereadily recognizable on their return

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Web-based Interface usability vs attractiveness (Steve Krug)

Much of the content on a web page is not read

User will pore over each page….

Click, click, click…

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Web-based Interface how to catch and keep “eyeball” of user

Aftonbladetflashing ads, banners

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Speech interface speak and listen to an interface can be used by people with disabilities call routing example

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Pen, gesture, and touch-screen (p. 260)

Stylus, camera, and touch sensitive screens Familiar gestures, more degrees of freedom Sony's EyeToy; interactive games via camera Pen interfaces for PDAs and whiteboards

Problems reaching buttons on the side or far away Handwriting recognition; not always correct Gesture based systems; Ubi-Finger and sign lan-

guage

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Appliance (p. 264) Washer and dryer, MP3 players, ovens, printers Short interactions with specific goal Users don't want a complex, time consuming interface Key principals: Simplicity and Visibility For example: Toaster

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2000s Interfaces (p. 265) Mobile interfaces:

Handheld, portable devices such as PDAs and cell phones; smart phones

Roller wheels on the side Spin dials on face, ala iPod Directional keypads, two and four way Touch screen buttons

Preferences vary on each input type

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2000s Interfaces (p. 267) Mobile interfaces

Keypad to text; can be frustrating Predictive text, or built in keyboard on phone or on screen

Cell phones have a small screen and slow input Slimmed down websites Smaller menus Windows CE Mobile app design guidelines

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2000s Interfaces (p. 269) Multimodal Interfaces

Speech and gesture, eye-gaze and gesture, pen input and speech

'More is more' – people don't use only one inter-face at once in the real world

But these don't exist yet! Speech Work's Ford SUV interface

Attentive environments Require extensive calibration

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2000s Interfaces (p. 271) Shareable Interfaces

Large wall displays, interactive tabletops Creates a central space with shared info and control Built into the furniture Room ware furniture: Seeks to augment natural

grouping patterns Many screens interacting v. one central screen Horizontal v. vertical

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Tangible Interfaces A type of interface where you interact using physical

objects with which the computer can sense that allows the computer to read its position or configuration in-terpret it accordingly.

A person manipulates a physical object and that action is mimicked in a digital environment.

The interface can give feed back to the user in multi-ple ways.

Urp: an application that uses miniature building models to facilitate urban planning.

http://www.youtube.com/watch?v=3RAbd_i67oc

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Augmented and Mixed Reality In-terfacesViews of the real world are combined with views of

a virtual world.Mixed Reality interfaces has attributes of both the

real and virtual environments.Done typically by projecting a image on to a

physical canvas and fitting it to matching virtual elements to their physical counterparts.

Applications:- HUD - Augmented maps - X-rays

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Wearable Interfaces Simply a computer interface that you wear The interface is typically manipulated or

operates passively as the user moves in their environment.

Ergonomic Concerns- Comfort - Restriction of movement or other

senses- Weight - Noticability of the apparatus

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Wearable Interface

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Augmented Reality Inter-face

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Robotic Interfaces Interaction with robots Useful in that they can do many things that

we cannot. The opposite is also obviously true The amount of utility we can get from robots

is still limited.

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Robotic Interfaces

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Which Interface What interface should we use for each application. We covered many interfaces. What about the widely used interfaces we have today makes

us prefer them over others. What is keeping some innovative interfaces from entering

markets.

Applications:Learning, game playing, navigation, purchasing, surfing the internet, connecting with friends, editing a data.

Interfaces:Multimedia, multimodal, mobile interface, virtual 3D environments, augmented reality, tangible interfaces, robotic interfaces.

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Which Interface Many variations of interfaces. Each with their own unique attributes,

challenges, limitations. There are lots of interfaces that get us excited

about HCI but we have to remember for who and for what we are designing.

Must remember to design for the user and not for the technology.