No Slide Title

Download Report

Transcript No Slide Title

User-System Interaction
a challenge for the present and the future
Prof. dr. Matthias Rauterberg
IPO Center for User-System Interaction
TU/e Eindhoven University of Technology
© M. Rauterberg, TU/e
ISO Definition of Quality of Use
• The ISO 9241 standard defines three components of "quality of use"
applicable to the design of user interfaces:
 Effectiveness
Does the product do what the users require? Does it "do the right thing?"
 Efficiency
Can the users learn the user interface quickly? Can they carry out their
tasks with minimum expended effort, including a minimum of errors?
Does it improve the productivity/effort ratio? Does it "do things right?"
 Satisfaction
Do users express satisfaction with the product? Does the new product
reduce stress? Do the end users now have a more satisfying job?
© M. Rauterberg, TU/e
The History of Usability Definitions
DIN 66 234
part 8
(1988)
EC directive
90/270/EEC
(1990)
ISO 9241
part 10
(1996)
suitability for the task
suitability (activity adapted)
suitability for the task
self-descriptiveness
feeback about system states
self-descriptiveness
appropriate format and pace
of information presentation
conformity with user
expectations
conformitity with user
expectations
information and instruction of
suitability for learning
ease of use applicable to
suitability for
individualization
hearing and participation of
© M. Rauterberg, TU/e
controllability
controllability
error robustness
error tolerance
The Concept of Transparency
transparency
feedback
© M. Rauterberg, TU/e
compatibility
consistency
help support
The Concept of Individualization
individualisation
flexibility
individual
selection
individual
adaptation
potential degree of freedom
(meta-dialog task)
actual degree of freedom
© M. Rauterberg, TU/e
What are the research topics of USI?
• Communication / Co-operation
• Home / Office Environment
• Financial / Medical Sector
• Knowledge Management
• Product / Process Industry
• Transportation / Logistic
• Teaching and Learning
Working domain
Working system
Goal:
user
Science
• perception
• cognition
• action
© M. Rauterberg, TU/e
interactive system
Application
• user-centered
design
Engineering
• audio interfaces
• computer vision based input
• speech input / output
• tactile input / output
Pa => Pd
What is an Interactive System (IS) ?
perception
action(s)
user
interaction
system
IS := {IS*, Human, ICT component, [additional component]}
© M. Rauterberg, TU/e
Challenges of USI research
user
perception
emotion
interaction
cognition
action
?
effectiveness
efficiency
satisfaction
© M. Rauterberg, TU/e
system
functionality
architecture
input/output
data structure
The optimization problem
costs
user
system
optimum
© M. Rauterberg, TU/e
technical complexity
of the user interface
USI
Research Approach
Design relevant
knowledge
synthesis
analysis
empirical
validation
Interactive systems
Two approaches for Ergonomics
limits
attractors
assessment
design principles
© M. Rauterberg, TU/e
What is User-Centred Design?
• ...based on expertise:
• ...based on participation:
– state-of-the-art
knowledge for the
design
– end-user involvement in
analysis, design and
evaluation
– expert as a designer
– expert as a moderator
– models of users
– real users
© M. Rauterberg, TU/e
Why is User-Centred Design necessary?
• decreased time to
market
• reduced costs
• rapid development
• innovative and
usable products
© M. Rauterberg, TU/e
UCD Research Topics
• Process View:
– improving the system design life cycle
• development and validation of evaluation metrics
• development and validation of tools and techniques
• integration of informal, semi-formal and structure methods
• Product View:
– development of a theoretical framework for user-system interaction
• design and test of interaction styles
• empirical comparison studies
• development of product oriented usability metrics
© M. Rauterberg, TU/e
UCD Process View
• user-oriented requirements analysis
• allocation of function between user and system
• iteration of design solutions
– e.g. evaluation
• active involvement of users
– e.g. participatory design
• multi-disciplinary design teams
– e.g. design sessions
• embedding design principles in structured methods
•
© M. Rauterberg, TU/e
– e.g. MUSE/UCD
evaluation of the running system
– e.g. usability testing
• PROCESS QUALITY
UCD Product View
• evaluation of interaction styles
– e.g. speech input/output
– e.g. auditory and tactile feedback
– e.g. gesture based input/output
• applied cognitive ergonomics
– e.g. user/task modelling
• validation of product metrics
– e.g. interactive function points
• PRODUCT QUALITY
© M. Rauterberg, TU/e
Direction of Changes
• Technology is becoming ...
– Smaller, faster, cheaper, networked, available at different
locations (absolute and relative), mobile, and will have new
interaction styles.
• The “Context of Use” can be described by …
– who: different users, what: different products, where: different
locations, when: around the clock, how: different generations of
users
© M. Rauterberg, TU/e
What are the technical challenges?
• New interaction styles
–
–
–
–
speech input/output
computer vision based input (e.g., gestures)
audio interfaces (e.g., non-speech audio)
tactile and force feedback
• New interface concepts
– adaptive and intelligent software
– natural user interfaces
© M. Rauterberg, TU/e
Computer mediated Communication
Same time
Same location
Different location
Whiteboard
Telephone,
Liveboard,
Videoconference
Work Flow
Management
System
Email,
Voicemail,
Group Decision
Support System
(synchronous)
Different time
(a-synchronous)
© M. Rauterberg, TU/e
The Ubiquitous Computing Paradigm
• Two issues are of crucial importance:
location and scale
• Location : ubiquitous computers must know where they are
• Inch-scale machines: approximate active Post-It notes
• Foot-scale machines: like a sheet of paper (or a book or a magazine)
• Yard-scale machines: the equivalent of a blackboard or bulletin board
• Prototype tabs, pads and boards are just the
beginning of ubiquitous computing
© M. Rauterberg, TU/e
Two Trends in User Interface Technology
Mobile computing
© M. Rauterberg, TU/e
Ambient rooms and
Cooperative buildings
Mobile Computing
•
•
•
•
•
Mobile application
categories:
information access
communication
computer supported
collaboration
remote control
local data/applications
© M. Rauterberg, TU/e
Three characteristics differentiate a
tab, pad etc. and the kinds of
applications that it supports from
traditional personal computers:
– Portability:
very small form factor, lowweight
– Communication:
low-latency interaction between
users and system
– Context-sensitive operation
The PARCtab
© M. Rauterberg, TU/e
•
The PARCtab is most easily
operated with two hands: one to
hold the tab, the other to use a
passive stylus or a finger to touch
the screen.
•
But since office workers often
seem to have their hands full, we
designed the tab so that three
mechanical buttons fall beneath the
fingers of the same hand that holds
the tab, allowing one-handed use.
•
The device also includes a piezoelectric speaker so that applications
can generate audio feedback
The PalmPilot
• The PalmPilot has a lot
functionality.
• This device fits with its
pocket size into one hand.
• There is a communication
channel via IR to the PC.
• Small, and a reasonable
price
© M. Rauterberg, TU/e
Love-Gety
• There's a Lovegety for men (blue
underside), and a Lovegety for
women (pink underside).
• They notify each other when a
Lovegety of the opposite sex is in
range.
• The lovegety operates on
300Mhz frequency and uses 2
AAA batteries.
© M. Rauterberg, TU/e
How to operate a Love-Gety
© M. Rauterberg, TU/e
•
Turn on the "POWER SWITCH" and select the
"MODE" you want with the "MODE SWITCH".
•
You can confirm the "MODE" you just selected
while the red indicator blinks.
•
The larger "GET" light on the LOVEGETY
blinks when someone with a Lovegety of the
opposite sex has selected the same "MODE" as
your LOVEGETY.
•
The "FIND" light on the LOVEGETY also blinks
when someone nearby with an opposite sex
LOVEGETY, has their LOVEGETY on but under
a different "MODE".
Wearable Computer
• Providing hands-free operation
• Sharing the data in real-time with
background
• Supporting user comfort
• Allowing audio interactions in a
noisy environment
• Creating a simple user interface
• Keeping costs down
© M. Rauterberg, TU/e
Wearable Computer
© M. Rauterberg, TU/e
•
Providing hands-free operation
•
Sharing the data in real-time with background
•
Supporting user comfort
•
Allowing audio interactions in a noisy environment
•
Creating a simple user interface
•
Keeping costs down
Electronic Performance Support
System
• Food processing plant worker
with a first-generation
prototype wearable computer.
• Possible applications include
support for quality control data
collection or assistance with
environmental auditing.
• This system gives its users the
information the users need to
perform a task as they actually
perform the task.
© M. Rauterberg, TU/e
Airline Applications
© M. Rauterberg, TU/e
•
This remarkable ultra-lightweight
computer, worn as a belt, delivers
maximum information to users with a
minimum of work.
•
Designed for individuals who demand
mobility, this computer offers voice
control and heads up display for
complete, hands-free operation.
•
Users can enter or retrieve information
while going about their jobs, instead of
constantly returning to the shop area to
check a stationary computer, or stopping
work to punch keys.
Home of the Future
Bill and Melinda Gates' $97 million house
© M. Rauterberg, TU/e
•
Main characteristics:
•
Home automation is defined as a process
or system which provides the ability to
enhance one's lifestyle, and make a
home more comfortable, safe and
efficient.
•
Home automation can link lighting,
entertainment, security, telecommunications, heating and air
conditioning into one centrally
controlled system.
Office of the Future
•
Main characteristics:
• attentive
• active
• adaptive
© M. Rauterberg, TU/e
The InteracTable
© M. Rauterberg, TU/e
•
The current stand-up version of the
InteracTable is built as a vertical
rear-projection unit with a touchsensitive display surface.
•
Inside the table, an LCD beamer
projects a high-resolution image of
1024x768 pixels to the top of the
table.
•
The integrated wireless network
provides the InteracTable with a
high degree of flexibility
The DynaWall and two CommChairs
© M. Rauterberg, TU/e
•
The size of the DynaWall opens a
new set of human-computer
interactions.
•
It is possible that information
objects can be taken at one position
and put somewhere else on the
display or thrown from one side to
the opposite side.
•
Dialog boxes always appear in
front of the current user(s).
•
User interface components are
always at hand, etc.
Unsolved Research Problems
wearable computing
intelligent environments
Isolation in immersive virtual worlds
Penetration of
the body space
Privacy in augmented worlds
Penetration of
the social space
© M. Rauterberg, TU/e
The post-industrial society
• In the past…
• In the future…
– design of the
physical space
– design of the
information space
– material transport
– knowledge transfer
– pollution
– evolution
– centralization
– globalization
© M. Rauterberg, TU/e
To be prepared for the future
• technology driven design
• new products
• specialists
• customer driven design
• new services
• integrators
time
© M. Rauterberg, TU/e
List of relevant books for the area of human-computer interaction (HCI)
•
About HCI in general:
–
–
–
–
–
–
–
•
About design principles:
–
–
–
–
–
–
•
D. Norman, S. Draper: User centered system design. Lawrence Erlbaum, 1986.
P. Booth: An introduction to Human-Computer Interaction. Lawrence Erlbaum, 1990.
L. Barfield: The user interface - concepts & design. Addison Wesley, 1993.
A. Dix, J. Finlay, G. Abowd, R. Beale: Human-Computer Interaction. Prentice, 1993.
J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey: Human-Computer Interaction. Addison Wesley,
1994.
L. Macaulay: Human-Computer Interaction for Software Designers. Thomson, 1995.
B. Shneiderman: Designing the user interface. Addison Wesley, 1997, 3rd edition.
C. Brown: Human-Computer Interface design guidelines. Ablex, 1989.
W. Galitz: Handbook of screen format design. QED, 1989.
D. Hix, R. Hartson: Developing user interfaces. Wiley, 1993.
ISO 9241 (Part 10: Dialogue principles, Part 12: Presentation of information, Part 14: Menu dialogues, Part 15:
Command dialogues, Part 16: Direct manipulation dialogues, Part 17: Form fill-in dialogues)
D. Mayhew: Priniples and guidelines in software user interface design. Prentice, 1992.
C. Gram, G. Cockton (eds.): Design priniples for interactive software. Capman & Hall, 1996.
About usability evaluation methods:
–
–
–
–
–
D. Freedman, G. Weinberg: Walkthroughs, Inspections, and technical reviews. Dorset, 1990.
J. Dumas, J. Redish: A practical guide to usability testing. Ablex, 1993.
A. Monk, P. Wright, J. Haber, L. Davenport: Improving your Human-Computer Interface: a practical technique.
Prentice Hall, 1993.
ISO 9241 (Part 11: Guidance on usability, Part 13: User guidance)
J. Nielsen, R. Mack (ed.): Usability inspection methods. Wiley, 1994.
© M. Rauterberg, TU/e