9. Interaction Devices - PowerPoint PPT Presentation

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9. Interaction Devices

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Title: 9. Interaction Devices


1
9. Interaction Devices
  • Keyboards and Function Keys
  • Keyboard layouts
  • QWERTY layout (Christopher Latham Sholes), Dvorak
    layout, ABCDE style
  • number pads telephone layout and calculator
    layout
  • wrist and hand placement awkward
  • Keys
  • ½-inch-square keys (12 mm square) with about
    ¼-inch space (6 mm square) between keys
  • concave surface with a matte finish
  • 40- to 125-gram force and a displacement of 3 to
    5 mm, tactile and audible feedback
  • larger for reliable access, locking by embedded
    light, labels, home keys (F and J)
  • Function keys
  • Cursor movement keys
  • typamatic (auto-repeat) feature
  • Pointing Devices
  • Pointing tasks
  • 6 types of interaction tasks -- Select, Position,
    Orient, Path, Quantify, Text
  • direct control (light pen, touchscreen, stylus)
    vs. indirect control (mouse, trackball, joystick,
    etc)
  • Direct-control pointing devices
  • lightpen incorporate a button arm fatigue,
    hands obscuring part of the screen, users
    removing hands from the keyboard, picking up the
    lightpen

2
  • touchscreen (fatigue, obscuring the screen, hand
    off keyboard, imprecise pointing, smudging of the
    display) land-on strategy, lift-off strategy
  • pointing on the LCD surface handwriting
    recognition, stylus
  • Indirect-control pointing devices
  • more cognitive processing and hand-eye
    coordination
  • mouse, trackball, joystick, trackpoint, graphics
    tablet, touchpad
  • Comparisons of pointing devices
  • speed of motion, accuracy of positioning, error
    rates, learning time, user satisfaction
  • cost, durability, space requirements, weight,
    left- versus right-hand use, likelihood to cause
    repetitive-strain injury, compatibility with
    other systems
  • direct pointing devices fastest but the least
    accurate devices
  • indirect pointing devices -- mouse was found to
    be faster than the isometric joystick
  • pointing devices are faster than keyboard control
  • Fitts Law
  • the pointing time is a function of the distance
    and the width
  • Index of difficulty log2(2D/W)
  • Novel pointing devices
  • foot controls, eye-tracking (Midas touch
    problem), DataGlove,
  • Speech Recognition, Digitization, and Generation
  • Discrete-word recognition
  • recognize individual words spoken by a specific
    person 90-98 reliability for 20-200 words

3
  • speaker dependent training, speaker independent
    system
  • hands are busy mobility required eyes
    occupiedharsh or cramped conditions
  • recognition rate background sounds change, user
    is ill or under stress, similar vocabulary
  • Continuous-speech recognition
  • difficulty in recognizing the boundaries between
    spoken words
  • Speech store and forward
  • Speech generation
  • synthesis in some cases, removal of speech
    generation
  • Audio tones, audiolization, and music
  • audio tones confirmation for most users, vital
    for the impaired after 2 hrs, distraction
  • Image and Video Displays
  • Display devices
  • CRT, LCDs, Plasma panel, LEDs
  • Digital photography and scanners
  • Digital video
  • Projectors, heads-up displays, helmet-mounted
    displays
  • Printers
  • dot-matrix printers, inkjet printers, thermal
    printers
  • line printers, laser printers

4
10. Response Time and Display Rate
  • Introduction
  • response time the number of seconds it takes
    from the moment users initiate an activity until
    the computer begins to present results o the
    display or printer
  • lengthy (gt 15 sec) response time ?
    productivity,?error rate, ?satisfaction
  • more rapid (lt 1 sec) ? productivity, ? error
    rate
  • display rate the speed, in characters per
    second (cps), at which characters appear for the
    user to read graphics in bytes per seconds
  • Theoretical Foundations
  • Limitations of short-term and working memory
  • Miller (1956) the magical number seven plus
    or minus two ? seven chunks of info. in working
    memory for 15 to 30 seconds knowledge and
    experience
  • STM processes perceptual input, whereas WM is
    used to generate and implement solutions
  • Sources of errors
  • interference, delay preferred response time
  • long response time leads to wasted effort and
    more errors because a solution plan is reviewed
    repeatedly
  • shorter response times may generate a faster pace
    in which solution plans are prepared hastily and
    incompletely
  • Conditions for optimum problem solving
  • Wickelgren (1977) -- speed-accuracy tradeoffs
  • feedback -- graphical dynamic progress indicators

5
  • rapid task performance, lower error rates, high
    satisfaction
  • other conjectures may play a role in choosing the
    optimum interaction speed
  • Expectations and Attitudes
  • acceptable response time 2-second limit
  • Previous experience 2. Individual personality
    differences 3. Task differences
  • three conjectures
  • User Productivity
  • Repetitive tasks
  • monitoring a display and issuing commands in
    response to changes in the display
  • with shorter system response times, the operator
    picks up the pace of the system and works more
    quickly, but decisions on commands may be less
    than optimal
  • Problem-solving tasks
  • users will adapt their work style to the
    response time
  • the time to solution was invariant with respect
    to response time ? users will change their work
    habits as the response time changes
  • Variability
  • people detect 8-percent changes in a 2 or 4 sec
    response time
  • modest variations in response time do not
    severely affect performance adapting
  • an increase in variability of response time does
    not have any negative influence on the performance

6
11. Presentation Styles
  • Color
  • use color conservatively
  • limit the number of colors
  • recognize the power of color as a coding
    technique
  • ensure that color coding supports the task
  • have color coding appear with minimal user effort
  • place color coding under user control
  • design for monochrome first
  • consider the needs of color-deficient users
  • use color to help in formatting
  • be consistent in color coding
  • be alert to common expectations about color codes
  • be alert to problems with color pairings
  • use color changes to indicate status changes
  • use color in graphic displays for greater
    information density

7
13. Multiple-Window Strategies
  • Introduction
  • the need to consult multiple resources rapidly,
    while minimally disrupting the concentration on
    tasks
  • window housekeeping
  • windowed version of a system
  • longer task-completion times than the
    non-windowed
  • more time arranging info on the display and more
    scrolling activity
  • the task-solution times were shorter for the
    windowed environment
  • fewer errors
  • Individual-Window Design
  • window a rectangular area that contains a
    software application, or a document file
  • window interface objects -- Titles, Borders or
    frames, Scroll bars
  • window interface actions -- Open, Open place and
    size, Close, Resize, Move, Activation
  • Multiple-Window Design
  • Multiple monitors / Rapid display flipping /
    Split displays / Space-filling tiling with fixed
    number, size, and place / Space-filling tiling
    with variable number, size, and place /
    Non-space-filling tiling / Piles of tiles /
    Window zooming / Arbitrary overlaps / Cascade

8
  • Coordination by Tightly-Coupled Windows
  • coordinated windows windows appear, change
    contents, and close as a direct result of user
    actions in the task domain
  • coordination a task concept that describe how
    information objects change based on user actions
  • tight coupling interface concept that supports
    coordination
  • Synchronized scrolling
  • Hierarchical browsing
  • Direct selection
  • Two-dimensional browsing
  • Dependent-windows opening
  • Dependent-windows closing
  • Save or open window state
  • Image Browsing by Tightly-Coupled Windows
  • overview and detailed view (additional
    intermediate view)
  • zoom factor 5-30 effective
  • fisheye views
  • visually appealing
  • but changing distortion may be disorienting and
    zoom factor never exceeds 5

9
14. Computer-Supported Cooperative Work
  • Goals of Cooperation
  • cooperation by the goals and tasks of the
    participants
  • Focused partnership cooperation between two
    users email, voice mail, telephone, video mail
  • Lecture or demo one person sharing info with
    many users at remote sites the start time and
    duration is the same for all no history keeping
  • Conferences groups communicate at the same time
    or spread out over time, but with participants
    distributed in space a record of previous
    conversation
  • Structured work processes let people with
    separate roles cooperate on some task
  • Electronic Commerce negotiations can be
    distributed in time and space
  • Meeting and decision support face-to-face
    meeting with simultaneous contributions
    anonymity
  • Teledemocracy
  • time-space matrix (Ellis et al., 1991)
  • Asynchronous Interactions Different Time,
    Different Place
  • Electronic Mail
  • Newsgroups and network communities
  • newsgroups tools to organize the discussion and
    provide an accessible historical record
  • listserv more orderly community structure
    individuals must subscribe to receive email
    notices
  • online conference voting and using online
    directories
  • newsgroups or listservs are usually open to all,
    whereas conferences are to only known communities

10
  • online magazines and newsletters
  • shareware, freeware, public-access software
  • Synchronous Distributed Different Place, Same
    Time
  • group editing multiple users edit the same
    document simultaneously. coordination by voice
    communication
  • MUD (multi-User Dungeons or Dimensions system)
    delays, locking, sharing, synchronization
  • video conferencing, DTVC (desktop
    videoconferencing) slow response time,
    background noise, inappropriate lighting, eye
    contact difficulty, small image size, privacy
    invasion, jerky motion
  • Face to Face Same Place, Same Time
  • Shared display from lecturer workstation
  • Audience response units
  • Text-submission workstations
  • Brainstorming, voting, and ranking
  • File sharing
  • Shared workspace
  • Group activities
  • Applying CSCW to Education

11
15. Information Search and Visualization
  • Introduction
  • information retrieval ? information gathering,
    seeking, filtering, or visualization
  • database management ? data mining, warehousing or
    knowledge networks
  • information search using traditional UI hurdle
    for novice users and an inadequate for experts
  • task objects are represented by interface objects
    in structured relational databases,
    textual/multimedia document libraries
  • task actions
  • fact finding browsing or searching
  • interface actions scrolling, zooming, joining,
    or linking
  • Tasks specific/extended fact finding,open-ended
    browsing, exploration of availability
  • Database Query and Phrase Search in Textual
    Documents
  • SQL requires training, and even then users make
    frequent errors
  • query-by-example, form-fillin queries
  • walk-up kiosk or textual-document library
    searches -- keywords/natural-language queries
  • four-phase framework
  • Formulation expressing the search ? source,
    fields, phrases, variants
  • Initiation of action launching the search ?
    explicit, implicit initiation, dynamic query
  • Review of results reading messages and outcomes
    ? sequence and cluster
  • Refinement formulating the next step ? history
    buffer

12
  • Multimedia Document Searches
  • Photo search -- query by image content search
    for distinctive features or search for
    distinctive colors
  • Map search search by features
  • Design or diagram search, Sound search, Video
    search, Animation search
  • Information Visualization
  • visual-information-seeking mantra overview
    first, zoom and filter, then details on demand
  • Data type by task taxonomy (TTT) and seven tasks
    (Box 15.2)
  • 1-D Linear Data
  • organized in a sequential manner textual
    documents, program source code, alphabetical list
  • what fonts, color, size to use, and what
    overview, scrolling, or selection methods can be
    used
  • bifocal display, value bars
  • 2-D Map Data
  • task domain attributes (name, owner, value) and
    interface domain features (size, color, opacity)
  • user tasks to find adjacent items, containing
    items and paths between items and to perform the
    seven basic tasks
  • 3-D World
  • molecules, the human body, and buildings

13
  • user tasks adjacency plus above-below and
    inside-outside relationships, the seven basic
    tasks
  • position and orientation, occlusion overviews,
    landmarks, perspective, stereo display,
    transparency, and color coding
  • Temporal data
  • items have a start and finish time, and that
    items may overlap
  • finding all events before, after, or during time
    period and the seven basic tasks
  • Multidimensional data
  • items with n attributes become points in a
    n-dimensional space
  • finding patterns, clusters, correlations, gaps
    and outliers
  • three-dimensional scattergram -- disorientation
    and occlusion
  • Tree data
  • fixed-level trees, fixed fanout trees
  • 3-D cone, cam trees, dynamic pruning in the
    TreeBrowser, animated hyperbolic trees
  • Network data
  • shortest or least costly paths connecting two
    items or traversing the entire network
  • Overview task
  • movable field-of-view box, fisheye strategy
  • Zoom task
  • Filter task

14
  • Details-on-demand task
  • simply click on an item to get a pop-up window
    with values of each of the attributes
  • Relate task
  • History task
  • history of actions to support undo, replay, and
    progressive refinement
  • Extract task
  • Advanced Filtering
  • dynamic queries (direct manipulation queries)
  • full Boolean expression, filter-flow approach,
    SDI, collaborative filtering

15
16. Hypermedia and the WWW
  • Hypertext and Hypermedia
  • Golden Rules of Hypertext
  • There is a large body of information organized
    into numerous fragments.
  • The fragments relate to one another.
  • The user needs only a small fraction of the
    fragments at any time.
  • poor design of hypertext
  • too many links, long chains of links to reach
    relevant material, too many dull articles
  • an overview can be presented to the reader in an
    introductory article
  • hypertext database
  • Know the users and their tasks / Ensure that
    meaningful structure comes first / Apply diverse
    skills / Respect chunking / Show
    interrelationships / Ensure simplicity in
    traversal / Design each screen carefully /
    Require low cognitive load
  • introductory overview
  • Executive overview
  • Top-down
  • Menu
  • Search strategy
  • the optimal length of articles
  • many short articles are preferable to a small
    number of long articles

16
  • Genres and Goals for Designers
  • the originators identity individual, group,
    university, corporation, or government agency
  • goals of the originators
  • the number of web pages or amount of accessible
    information
  • measures of success
  • Users and Their Tasks
  • first time users, intermittent, frequent users
  • tasks range from specific fact finding to more
    unstructured open-ended browsing of known
    database, to exploration of the availability of
    information on a topic
  • Object-Action Interface Model for Web Site Design
  • Web-Page design
  • Compactness and branching factors -- page length
    and number of links (branching factor)
  • Sequencing, clustering, and emphasis within a
    page
  • Support for universal access
  • Good graphical design
  • Navigation support
  • Testing and maintenance of web sites
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