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CS133 Input and output devices

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Input via keyboard and mouse. Output via text, pictures, movement, sound. Input/output/LP ' ... Dvorak keyboard. August Dvorak 1936. ... – PowerPoint PPT presentation

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Title: CS133 Input and output devices


1
CS133 Input and output devices
2
Whats available for input
  • touch - fingers, feet, breath
  • sound - voice, other sounds
  • gesture
  • gaze
  • brainwaves

3
and output
  • textual information
  • visual images - photos, diagrams, icons
  • moving images
  • sounds - music, soundfx, voice
  • tactile sensation
  • force feedback
  • texture feedback
  • smells

4
What do we need to input?
  • Pointing
  • Depressing/releasing a switch - clicking
  • Dragging
  • Text input
  • (Can we reduce this range to "Point and click?"
    Or simply a click or on-off switch?)

5
Jim Lubin operates his machine by using a
sip-and-puff device to enter Morse code patterns
that input keyboard keys and mouse functions.
6
The current norm for desktop systems
Input via keyboard and mouse Output via text,
pictures, movement, sound
7
Finger-on computing
Bill Buxton once remarked that if human society
were destroyed apart from a computer shop,
visiting Martian archeologists would determine
that humans were monocular and had one hand with
29 digits on it. All the remaining body senses
and capabilities are irrelevant to the computer
interface.
8
Keyboards
  • QWERTY - Christopher Latham Sholes, 1870's.
    Designed to "slow down" typing, to prevent the
    types from jamming.

9
Dvorak keyboard
  • August Dvorak 1936. Increased accuracy in typing
    by almost 50 and speed by 15-20

10
Comparison
11
Ergonomic keyboard design
12
Ergonomic keyboards
13
Ergonomic keyboards
14
Chord keyboards
15
Pointing devices - direct
  • Touchscreens

16
Touchscreens
  • Often used for applications with occasional use,
    for example
  • Bank ATMs, Information Kiosks, etc.
  • No extra hardware - used for input and for output
  • Can be precise to 1 pixel
  • Good for menu choice - not so good for other
    functions
  • Intuitive to use

17
Touchscreens
  • BUT
  • Tiring if at wrong angle (needs to be 30-45 from
    horizontal)
  • Get greasy, jammy
  • Finger can obscure screen
  • Alternative - use stylus to touch screen, or
    lightpen

18
Indirect Pointing Devices
  • Need more cognitive processing than direct
    methods, but can be more efficient
  • mouse
  • tracker ball
  • trackpoint
  • touchpad

19
Indirect pointing devices - mouse
  • Mouse
  • Invented by Doug Englebart, Xerox PARC, in 1966
  • "Mouse arm" - RSI injury
  • Range of technologies, including wireless mice -
    for home entertainment, lectures, etc

20
Indirect pointing devices - other
  • Trackerball, trackpad, trackpoint
  • Less space on desktop
  • Good in moving environments, e.g. car, train

21
Indirect pointing devices - other
  • Joystick
  • Some with force feedback for haptic experience

22
Indirect pointing devices - other
  • Footmouse
  • Equivalent to conventional mouse but no RSI

23
Indirect pointing devices - other
  • Graphics tablet
  • Large touch sensitive surface operated via
    stylus, pencil,
  • Can be larger than screen, for precise pointing
    and accurate control
  • Pressure and angle sensitive

24
A new ideaInteractive music via joysticks
25
Criteria of interest for HCI
  • Speed of motion for short and long distances
  • Accuracy of positioning
  • Error rate
  • Ease of learning
  • Support for (complex) tasks

26
  • Cost
  • Durability
  • Weight
  • Space requirements
  • Will it get lost?
  • LH vs. RH
  • Likelihood of RSI

27
Choosing devices
  • Match physiological psychological
    characteristics
  • Appropriate for task
  • Suitable for the work environment
  • Left and/or right handed
  • Designed by men, used by women?
  • All kinds of special needs, from slight long
    sight to severe motor/visual/ cognitive
    disability

28
Alternatives
  • Speech (also for text input)

29
Alternatives
  • Gaze input - via reflections of laser beam aimed
    at retina. Here with pointing via data glove

30
Alternatives
  • Brain activity input - this neural network system
    distinguishes 5 brain patterns - for up, down, L,
    R click

31
The challenge of interactivity for everyone,
everywhere
  • Interactive TV
  • Household devices, e.g. curtains, garage door,
    central heating
  • Mobiles, palm tops, badge computers, toys,
    interactive clothing
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