Interaction Devices Human Computer Interaction CIS 6930/4930 Interaction Performance ► 60s vs. Today Performance ► Hz -> GHz Memory ►k -> GB Storage ►k -> TB Input ► punch cards -> ► Keyboards,
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Transcript Interaction Devices Human Computer Interaction CIS 6930/4930 Interaction Performance ► 60s vs. Today Performance ► Hz -> GHz Memory ►k -> GB Storage ►k -> TB Input ► punch cards -> ► Keyboards,
Interaction Devices
Human Computer Interaction
CIS 6930/4930
Interaction Performance
►
60s vs. Today
Performance
► Hz
-> GHz
Memory
►k
-> GB
Storage
►k
-> TB
Input
► punch
cards ->
► Keyboards, Pens, tablets, mobile
phones, mice, cameras, web cams
Output
► 10
character/sec ->
► Megapixel displays, HD capture and
display, color laser, surround sound,
force feedback, VR
►
Substantial bandwidth increase!
Interaction Performance
►
Future?
Gestural input
Two-handed input
3D/6D I/O
Others: voice, wearable, whole
body, eye trackers, data gloves,
haptics, force feedback
Engineering research!
Entire companies created
around one single technology
►
Current trend:
Multimodal (using car
navigation via buttons or voice)
Helps disabled (esp. those w/
different levels of disability)
Keyboard and Keypads
►
QWERTY keyboards been
around for a long time
(1870s – Christopher Sholes)
Cons: Not easy to learn
Pros: Familiarity
Stats:
► Beginners:
1 keystroke per
sec
► Average office worker: 5
keystrokes (50 wpm)
► Experts: 15 keystrokes per
sec (150 wpm)
►
Is it possible to do better?
Keyboard and Keypads
►
►
Look at the piano for possible
inspiration
Court reporter keyboards (one
keypress = multiple letters or a
word)
300 wpm, requires extensive
training and use
►
How important is:
Accuracy
Training
►
Keyboard properties that matter
Size
Adjustability
►
Reduces RSI, better
performance and comfort
Mobile phone keyboards,
blackberry devices, etc.
►
QWERTY
Keyboard Layouts
Frequently used pairs far apart
Fewer typewriter jams
Electronic approaches don’t jam.. why
use it?
►
DVOARK (1920s)
►
150 wpm->200 wpm
Reducing errors
Takes about one week to switch
Stops most from trying
ABCDE – style
Easier for non-typists
Studies show no improvement vs.
QWERTY
►
Number pads
What’s in the top row?
Look at phones (slight faster), then look
at calculators, keypads
►
Those for disabled
Split keyboards
KeyBowl’s orbiTouch
Eyetrackers, mice
Dasher - 2d motion with word prediction
Keys
►
Current keyboards have
been extensively tested
►
►
Size
Shape
Required force
Spacing
Speed vs. error rates for
majority of users
Distinctive click gives audio
feedback
Why membrane keyboards
are slow (Atari 400?)
► Environment
hazards might
necessitate
► Usually speed is not a factor
Keys Guidelines
►
►
►
►
►
Special keys should be denoted
State keys (such as caps, etc.)
should have easily noted states
Special curves or dots for home
keys for touch typists
Inverted T Cursor movement
keys are important (though
cross is easier for novices)
Auto-repeat feature
Improves performance
But only if repeat is
customizable (motor impaired,
young, old)
►
Two thinking points:
Why are home keys fastest to
type?
Why are certain keys larger?
(Enter, Shift, Space bar)
►
This is called Fitt’s Law
Keypads for small devices
►
►
►
►
►
►
PDAs, Cellphones, Game consoles
Fold out keyboards
Virtual keyboard
Cloth keyboards (ElekSen)
Haptic feedback?
Mobile phones
Combine static keys with dynamic soft
keys
Multi-tap a key to get to a character
Study: Predictive techniques greatly
improve performance
Ex. LetterWise = 20 wpm vs 15 wpm
multitap
►
Draw keyboard on screen and tap w/ pen
Speed: 20 to 30 wpm (Sears ’93)
►
Handwriting recognition (still hard)
Subset: Graffiti2 (uses unistrokes)
Pointing Devices
Direct manipulation needs some pointing device
► Factors:
►
Size of device
Accuracy
Dimensionality
►
Interaction Tasks:
Select – menu selection, from a list
Position – 1D, 2D, 3D (ex. paint)
Orientation – Control orientation or provide direct
3D orientation input
Path – Multiple poses are recorded
►
ex. to draw a line
Quantify – control widgets that affect variables
Text – move text
►
►
Faster w/ less error than keyboard
Two types (Box 9.1)
Direct control – device is on the screen surface
(touchscreen, stylus)
Indirect control – mouse, trackball, joystick,
touchpad
Direct-control pointing
►
First device – lightpen
Point to a place on screen and press a
button
Pros:
►
►
Easy to understand and use
Very fast for some operations (e.g.
drawing)
Cons:
►
►
►
►
Hand gets tired fast!
Hand and pen blocks view of screen
Fragile
Evolved into the touchscreen
Pros: Very robust, no moving parts
Cons: Depending on app, accuracy
could be an issue
►
1600x1600 res with acoustic wave
Must be careful about software design
for selection (land-on strategy).
►
If you don’t show a cursor of where you
are selecting, users get confused
User confidence is improved with a
good lift-off strategy
Direct-control pointing
► Primarily
for novice
users or large user
base
► Case study: Disney
World
► Need to consider those
who are: disabled,
illiterate, hard of
hearing, errors in
usage (two touch
points), etc.
Indirect-Control Pointing
►
Pros:
Reduces hand-fatigue
Reduces obscuration problems
►
Cons:
Increases cognitive load
Spatial ability comes more into play
►
Mouse
Pros:
►
►
►
►
►
Familiarity
Wide availability
Low cost
Easy to use
Accurate
Cons:
►
►
►
►
Time to grab mouse
Desk space
Encumbrance (wire), dirt
Long motions aren’t easy or obvious (pick up and replace)
Consider, weight, size, style, # of buttons, force feedback
Indirect-Control Pointing
► Trackball
Pros:
► Small
physical footprint
► Good for kiosks
►
Joystick
Easy to use, lots of buttons
Good for tracking (guide or
follow an on screen object)
Does it map well to your
app?
►
Touchpoint
Pressure-sensitive ‘nubbin’ on
laptops
Keep fingers on the home
position
Indirect-Control Pointing
► Touchpad
Laptop mouse device
Lack of moving parts,
and low profile
Accuracy, esp. those w/
motor disabilities
► Graphics
Tablet
Screen shot
comfort
good for cad, artists
Limited data entry
Comparing pointing devices
►
Direct pointing
Study: Faster but less accurate than indirect (Haller ’84)
►
►
►
►
Lots of studies confirm mouse is best for most tasks for
speed and accuracy
Trackpoint < Trackballs & Touchpads < Mouse
Short distances – cursor keys are better
Disabled prefer joysticks and trackballs
If force application is a problem, then touch sensitive is preferred
Vision impaired have problems with most pointing devices
► Use multimodal approach or customizable
► Read Vanderheiden ’04 for a case study
►
►
cursors
Designers should smooth out trajectories
Large targets reduce time and frustration
Example
► Five
fastest places to click on for a righthanded user?
Example
► What
affects time?
Fitts’s Law
Paul Fitts (1954) developed a model of human hand
movement
► Used to predict time to point at an object
► What are the factors to determine the time to point to
an object?
►
►
Just from your own experience, is this function linear?
►
D – distance to target
W – size of target
No, since if Target A is D distance and Target B is 2D
distance, it doesn’t take twice as long
What about target size? Not linear there either
T = a + b log2(D/W + 1)
T = mean time
a = time to start/stop in seconds (empirically
measured per device)
b = inherent speed of the device (empirically
measured per device)
Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W =
2 cm
►
Ans: 300 + 200 log2(14/2 + 1) = 900 ms
Really a slope-intercept model
Fitts’s Law
►
T = a + b log2(D/W + 1)
T = mean time
a = time to start/stop in seconds (empirically measured per device)
b = inherent speed of the device (empirically measured per device)
[time/bit or ms/bit]
Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W = 2 cm
► Ans:
300 + 200 log2(14/2 + 1) = 900 ms
Question: If I wanted to half the pointing time (on average), how much do
I change the size?
►
►
Proven to provide good timings for most age groups
Newer versions taken into account
Direction (we are faster horizontally than vertically)
Device weight
Target shape
Arm position (resting or midair)
2D and 3D (Zhai ’96)
Examples
►T
= a + b log2(D/W + 1)
a=300, b= 200, X, W = 10
800
700
500
400
300
200
100
Distance (cm)
29
27
25
23
21
19
17
15
13
11
9
7
5
3
0
1
Time (ms)
600
Examples
►T
= a + b log2(D/W + 1)
a=300, b= 200, D=30, X
1400
1200
800
600
400
200
Distance (cm)
29
27
25
23
21
19
17
15
13
11
9
7
5
3
0
1
Time (ms)
1000
Examples
BLUE a=300, b=200, D=15, W=[1-30]
PURPLE a=300, b=200, D=[1-30], W=15
1200
800
600
400
200
Variable
29
27
25
23
21
19
17
15
13
11
9
7
5
3
0
1
Time (ms)
1000
Fitts’s Law
►T
= a + b log2(D/W + 1)
T = mean time
a = time to start/stop in seconds
(empirically measured per device)
b = inherent speed of the device
(empirically measured per device)
[time/bit or ms/bit]
First part is device characteristics
Second part is target difficulty
Very Successfully Studied
►
Applies to
Feet, eye gaze, head mounted sights
Many types of input devices
Physical environments (underwater!)
User populations (even retarded and
drugged)
Drag & Drop and Point & Click
►
Limitations
Dimensionality
Software accelerated pointer motion
Training
Trajectory Tasks (Accot-Zhai Steering
Law is a good predictor and joins Fitt’s
Law)
Decision Making (Hick’s Law)
Very Successfully Studied
►
Results (what does it say about)
►
Buttons and widget size?
Edges?
Popup vs. pull-down menus
Pie vs. Linear menus
iPhone/web pages (real borders) vs.
monitor+mouse (virtual borders)
Interesting readings:
http://particletree.com/features/visual
izing-fittss-law/
http://www.asktog.com/columns/022
DesignedToGiveFitts.html
http://www.yorku.ca/mack/GI92.html
Precision Pointing Movement Time
►
Study: Sears and Shneiderman ’91
Broke down task into gross and fine components for small targets
Precision Point Mean Time = a + b log2(D/W+1) + c log2(d/W)
►c
– speed for short distance movement
► d – minor distance
Notice how the overall time changes with a smaller target.
►
Other factors
Age (Pg. 369)
►
Research: How can we design devices that produce smaller
constants for the predictive equation
Two handed
Zooming
Affordance
► Quality
of an object, or an environment,
that allows an individual to perform an
action.
► Gibson (’77) – perceived action
possibilities
► Norman – The Design of Everyday Things
Affordance Examples
Affordance Examples
http://jared-donovan.com/teaching/blog/hci
Affordances Matter?
► When
would affordances matter?
Languages
Emergencies
http://jared-donovan.com/teaching/blog/hci
Novel Devices
►
Themes:
Make device more diverse
Users
► Task
►
Improve match between task
and device
Improve affordance
Refine input
Feedback strategies
►
Foot controls
Already used in music where
hands might be busy
Cars
Foot mouse was twice as slow
as hand mouse
Could specify ‘modes’
Novel Devices
►
Eye-tracking
Accuracy 1-2 degrees
selections are by constant
stare for 200-600 ms
How do you distinguish w/ a
selection and a gaze?
Combine w/ manual input
►
Multiple degree of freedom
devices
Logitech Spaceball and
SpaceMouse
Ascension Bird
Polhemus Liberty and
IsoTrack
Novel Devices
►
Boom Chameleon
Pros: Natural, good spatial
understanding
Cons: limited applications,
hard to interact (very
passive)
►
DataGlove
Pinch glove
Gesture recognition
American Sign Language,
musical director
Pros: Natural
Cons: Size, hygiene,
accuracy, durability
Novel Devices
►
Haptic Feedback
Why is resistance useful?
SensAble Technology’s
Phantom
Cons: limited applications
Sound and vibration are
easier and can be a good
approximation
► Rumble
►
pack
Two-Handed input
Different hands have
different precision
Non-dominant hand selects
fill, the other selects objects
Ubiquitous Computing and
Tangible User Interfaces
► Active
Badges allows
you to move about the
house w/ your profile
► Which sensors could
you use?
► Elderly, disabled
► Research: Smart
House
► Myron Kruger – novel
user participation in art
(Lots of exhibit art at
siggraph)
http://
www.linuxjournal.com/files/linuxjournal.com/linuxjournal/articles/030/3047/3047f2.png
Novel Devices
►
Paper/Whiteboards
Video capture of annotations
Record notes (special tracked pens
Logitech digital pen)
►
Handheld Devices
PDA
Universal remote
Help disabled
► Read
LCD screens
► Rooms in building
► Maps
Interesting body-context-sensitive.
► Ex.
hold PDA by ear = phone call
answer.
Novel Devices
► Miscellaneous
Shapetape – reports 3D
shape.
► Tracks
limbs
► Engineer
for specific
app (like a gun trigger
connected to serial
port)
Pros: good affordance
Cons: Limited general
use, time
Speech and Auditory Interfaces
►
►
►
There’s the dream
Then there’s reality
Practical apps don’t really require
freeform discussions with a
computer
Goals:
► Low
► Low
►
cognitive load
error rates
Smaller goals:
Speech Store and Forward (voice mail)
Speech Generation
Currently not too bad, low cost,
available
Speech and Auditory Interfaces
►
►
►
►
►
Ray Kurzweil (’87) – first commercial
speech recognition software
Bandwidth is much lower than visual
displays
Ephemeral nature of speech (tone, etc.)
Difficulty in parsing/searching (Box 9.2)
Types
►
Discrete-word recognition
Continuous speech
Voice information
Speech generation
Non-speech auditory
If you want to do research here, review
research in:
Audio
Audio psychology
Digital signal processing
http://www.kurzweiltech.com/raybio.html
Discrete-Word Recognition
►
►
►
►
Individual words spoken by a specific person
Command and control
90-98% for 100-10000 word vocabularies
Training
Speaker speaks the vocabulary
Speaker-independent
►
Still requires
Low noise operating environment
Microphones
Vocabulary choice
Clear voice (language disabled are hampered, stressed)
Reduce most questions to very distinct answers (yes/no)
Discrete-Word Recognition
►
Helps:
►
Disabled
Elderly
Cognitive challenged
User is visually distracted
Mobility or space restrictions
Apps:
Telephone-based info
►
►
Study: much slower for cursor movement than mouse or keyboard
(Christian ’00)
Study: choosing actions (such as drawing actions) improved
performance by 21% (Pausch ’91) and word processing (Karl ’93)
However acoustic memory requires high cognitive load (> than hand/eye)
►
►
Toys are successful (dolls, robots). Accuracy isn’t as important
Feedback is difficult
Continuous Speech Recognition
►
►
►
►
Dictation
Error rates and error repair are still poor
Higher cognitive load, could lower overall quality
Why is it hard?
Recognize boundaries (normal speech blurs them)
Context sensitivity
“How to wreck a nice beach”
►
►
►
Much training
Specialized vocabularies (like medical or legal)
Apps:
Dictate reports, notes, letters
Communication skills practice (virtual patient)
Automatic retrieval/transcription of audio content (like radio, CC)
Security/user ID
Voice Information Systems
Use human voice as a source of info
► Apps:
►
Tourist info
Museum audio tours
Voice menus (Interactive Voice Response IVR
systems)
►
Use speech recognition to also cut through
menus
If menus are too long, users get frustrated
Cheaper than hiring 24 hr/day reps
►
Voice mail systems
Interface isn’t the best
►
Get email in your car
Also helps with non-tech savvy like the elderly
►
Potentially aides with
Learning (engage more senses)
Cognitive load (hypothesize each sense has a
limited ‘bandwidth’)
►
Think ER, or fighter jets
Speech Generation
► Play
back speech (games)
► Combine text (navigation systems)
► Careful evaluation!
Speech isn’t always great
► Door
is ajar – now just a tone
► Use flash
► Supermarket scanners
Often times a simple tone is better
Why? Cognitive load
► Thus
cockpits and control rooms need speech
► Competes w/ human-human communication
Speech Generation
►
►
Ex: Text-to-Speech (TTS)
Latest TTS uses multiple syllabi to make generated speech sound
better
Robotic speech could be desirable to get attention
All depends on app
Thus don’t assume one way is the best, you should user test
►
►
Apps: TTS for blind, JAWS
Web-based voice apps: VoiceXML and SALT (tagged web pages).
Good for disabled, and also for mobile devices
►
Use if
Message is short
Requires dynamic responses
Events in time
►
Good when visual displays aren’t that useful. When?
Bad lighting, vibrations (say liftoff)
Non-speech Auditory Interface
► Audio
► Major
tones that provide information
Research Area
Sonification – converting information into audio
Audiolization
Auditory Interfaces
► Browsers
link
produced a click when you clicked on a
Increases confidence
Can do tasks without visual cognitive load
Helps figure out when things are wrong
Greatly helps visually impaired
Non-speech Auditory Interface
►
Terms:
Auditory icons – familiar sounds
(record real world sound and
play it in your app)
Earcons – new learned sounds
(door ajar)
►
Role in video games is huge
Emotions, Tension, set mood
►
To create 3D sound
Need to do more than stereo
Take into account Head-related
transfer function (HRTF)
►
►
Ear and head shape
New musical instruments
Theremin
►
New ways to arrange music
Displays
►
►
Primary Source of
feedback
Properties:
Physical Dimension
Resolution
Color Depth and correctness
Brightness, contrast, glare
Power
Refresh rate
Cost
Reliability
# of users
Display
Technology
►
Monochrome displays
(single color)
Low cost
Greater intensity range
(medical)
►
Color
Raster Scan CRT
LCD – thin, bright
Plasma – very bright, thin
LED – large public displays
Electronic Ink – new product
w/ tiny capsules of negative
black particles and positive
white
Braille – refreshable cells
with dots that rise up
Large Displays
► Wall
displays
Informational
► Control
rooms, military, flight
control rooms, emergency
response
► Provides
System overview
Increases situational awareness
Effective team review
Interactive
► Require
new interaction methods
(freehand sketch, PDAs)
► Local and remote collaboration
► Art, engineering
Large Displays
► Multiple
Desktop Displays
Multiple CRTs or Flat panels for
large desktops
Cheap
Familiar
Spatial divide up tasks
Comparison tasks are easier
Too much info?
► Eventually
pixel
-> Every surface a
Mobile device displays
►
Personal
Reprogrammable picture
frames
► Digital
family portrait
(GaTech)
►
Medical
Monitor patients
►
Research: Modality
Translation Services (Trace
Center – University of
Wisconsin)
As you move about it auto
converts data, info, etc. for
you
Mobile device displays guidlines
►
►
►
►
►
►
►
►
Bergman ’00, Weiss, ’02
Industry led research and design case
studies (Lindholm ’03)
Typically short in time usage (except
handheld games)
Optimize for repetitive tasks (rank functions
by frequency)
Research: new ways to organize large
amounts of info on a small screen
Study: Rapid Serial Visual Presentation
(RSVP) presents text at a constant speed
(33% improvement Oquist ’03)
Searching and web browsing still very poor
performance
Promising: Hierarchical representation (show
full document and allow user to select where
to zoom into)
3D Printing
► Create
custom objects from
3D models
► Create physical models for
Design review
Construction