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9. Interaction Devices

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9. Interaction Devices Keyboards and Keypads Keyboard layouts QWERTY layout (Christopher Latham Sholes), Dvorak layout, ABCDE style number pads telephone* layout ... – PowerPoint PPT presentation

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Title: 9. Interaction Devices


1
9. Interaction Devices
  • Keyboards and Keypads
  • Keyboard layouts
  • QWERTY layout (Christopher Latham Sholes), Dvorak
    layout, ABCDE style
  • number pads telephone layout and calculator
    layout
  • wrist and hand placement awkward separated
    keyboards visual scanning disruption
  • Keys
  • ½-inch-square keys (12 mm square), 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 -- inverted T
    arrangement, auto-repeat feature
  • Keyboards and keypads for small devices
  • reduced, wireless, foldable, virtual keyboards,
    softkeys
  • tap on virtual keyboards, handwrite on a touch
    sensitive surface (Graffiti)
  • 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, touchpad,
    graphics tablet
  • Comparison of pointing devices
  • direct pointing devices fastest but the least
    accurate devices
  • mouse for speed and accuracy, mouse was found to
    be faster than the trackpoint
  • users tasks matter browsing, precision
    pointing
  • Fitts Law
  • the pointing time is a function of the distance
    and the width
  • well established for adults users
  • Novel devices
  • foot controls, eye-tracking (Midas touch
    problem), DataGlove
  • ubiquitous computing and tangible user interfaces
  • handheld devices
  • Speech and Auditory Interfaces
  • Discrete-word recognition
  • recognize individual words spoken by a specific
    person 90-98 reliability for 100- to
    10,000-word or larger vocabularies

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
  • more demanding of working memory than the
    hand/eye coordination
  • Continuous-speech recognition
  • difficulty in recognizing the boundaries between
    spoken words
  • Voice information systems
  • Speech generation
  • synthesis in some cases, removal of speech
    generation
  • Non-speech auditory interfaces
  • audio tones confirmation for most users, vital
    for the impaired after 2 hrs, distraction
  • auditory icons (familiar sounds), earcons
  • Displays Small and Large
  • Display technology
  • CRT, LCDs, Plasma panel, LEDs, Electronic ink,
    Braille displays
  • Large displays
  • information wall displays (situation awareness),
    interactive wall displays, multiple desktop
    displays
  • Heads-up and helmet-mounted displays
  • Mobile device displays

4
  • Animation, image, and video
  • digital photography, optical character
    recognition, videodisks, CD-ROMs, digital
    versatile disks (DVDs), motion picture experts
    group (MPEG), MP3
  • Printers
  • thermal printers, dot-matrix printers, inkjet
    printers, impact-line printers, laser printers
  • plotters, photographic printers
  • braille embossers
  • three-dimensional printers

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10. Collaboration
  • Goals of Collaboration
  • collaboration by the goals and tasks of the
    participants
  • Focused partnership collaboration between two
    or three people email, chat, instant messages,
    voice mail, telephone, video conferencing, SMS,
    photo exchanging
  • 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, blogs, wikis
  • Structured work processes let people with
    distinct organization roles collaborate 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
  • Electronic commerce customers browsing and
    comparing prices, accurate recording and rapid
    dissemination of results
  • Teledemocracy produce consensus through online
    conferences, debates, and votes
  • online communities communities of interest
    (Cols), communities of practice (CoPs), networked
    communities
  • collaboratories
  • telepresence immersive SD VR
  • time-space matrix (Ellis et al., 1991)

10
  • Asynchronous Distributed Interfaces Different
    Place, Different Time
  • Electronic Mail
  • Newsgroups, listservers, discussion boards,
    conferences, blogs, and wikis
  • newsgroups organized into hierarchies to help
    users to find topics of interest
  • listserv individuals must subscribe to receive
    email notices online conference
  • discussion board evolved from bulletin board
  • web-logs (blogs)
  • wikis collaborative web pages that are open for
    anyone to add or revise content
  • online magazines, newsletters, journals
  • Online and networked communities
  • topically focused and geographically dispersed
  • shared goal, identity, or common interest and
    participate on a continuing basis
  • Synchronous Distributed Interfaces Different
    Place, Same Time
  • Chat, instant messaging, and texting
  • Audio and video conferencing
  • video conferencing, DTVC (desktop
    videoconferencing) slow response time,
    background noise, inappropriate lighting, eye
    contact difficulty, small image size, privacy
    invasion, jerky motion

11
  • Face to Face Interfaces Same Place, Same Time
  • Electronic meeting rooms, control rooms, and
    public spaces
  • brainstorming, voting, and ranking
  • parallel communication, anonymity, group memory,
    process structure, task support and structure
  • Electronic classrooms

12
11. Quality of Service
  • Introduction
  • quality of service time is precious harmful
    mistakes should be avoided reduce user
    frustration
  • focus on the decisions to be made by network
    designers and operators
  • Models of Response-Time Impacts
  • 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 for complex tasks
  • display rate the speed, in characters per
    second (cps), at which characters appear for the
    user to read graphics in bytes per seconds
  • cognitive model of human performance in response
    time useful in making predictions, designing
    interfaces, formulating management policies
  • Robert B. Millers review (1968) 17 situations
    where response time differ but the principle of
    closure, short-term memory limitations, and
    chunking still apply
  • Limitations of short-term and working memory
  • George Miller (1956) the magical number seven
    plus or minus two ? seven chunks of info. in
    working memory for 15 to 30 seconds familiarity

13
  • STM processes perceptual input, whereas WM is
    used to generate and implement solutions
  • Highly volatile, disruptions cause loss in info,
    delays can require that the memory be refreshed
  • 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
  • short 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
  • Expectations and Attitudes
  • acceptable response time 2-second limit
  • previous experience
  • individuals tolerance for delays
  • task complexity and the users familiarity with
    the task
  • longer response time web-page content less
    interesting, lower in quality, negative user
    perception of the companies
  • three conjectures

14
  • User Productivity
  • The nature of the task influence on changes in
    response time alter user productivity
  • With shorter system response times works more
    quickly but decisions less than optimal
  • with a data-entry task, three strategies on the
    response time
  • RTlt1 sec, worked automatically without checking
    for the next data value
  • RTgt2, monitored the display carefully
  • In between, users paced themselves
  • users will adapt their work style to the
    response time
  • Variability in Response Time
  • Extreme variation in response time is unsettling
    and should be prevented or acknowledged
  • The effect of modest variations in response time
  • people detect 8-percent changes in a 2 or 4 sec
    response time ? a fixed short response time not
    for all actions but for classes of actions
  • modest variations in response time do not
    severely affect performance (adapting) but
    extreme variation should be prevented or
    acknowledged by the interface
  • With shorter RT, hasty decision with longer RT,
    frustration of waiting burdened STM
  • physiological effect of response time ? higher
    error rates, higher systolic blood pressure, more
    pronounced pain symptoms with shorter response
    time
  • Frustrating Experiences
  • major sources of problems web browsing, e-mail,
    word processing
  • interface redesign, software quality improvement,
    network reliability increases
  • increased learning, careful use of services,
    self-control of their attitudes

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12. Balancing Function and Fashion
  • Error Messages
  • lack of knowledge, incorrect understanding,
    inadvertent slips
  • Specificity
  • Constructive guidance and positive tone
  • what uses need to do to set things right
  • User-centered phrasing
  • Appropriate physical format
  • mixed uppercase and lowercase messages
  • optimal placement proximity, consistent place
    (the bottom line), dialog box not obscuring the
    problem
  • alarm users control
  • Development of effective messages
  • upgrade performance and greater job satisfaction
  • Nonanthropomorphic Design
  • may give users an erroneous model of how
    computers work and the machines capacities
  • to clarify the differences between people and
    computers
  • an anthropomorphic interface can be distracting
    or produce anxiety for others
  • Walker, Sproull, Subramani (1994)
    incautiously adding human characteristics like
    face, voice, and facial expressions could make
    the experience for users worse than better
  • external locus of control by animated characters
    increase anxiety and reduce performance
  • use of first-person pronouns deceive, mislead,
    confuse users

17
  • Display Design
  • dense or cluttered displays can provoke anger,
    and inconsistent formats can inhibit performance
  • Field layout
  • Empirical results
  • data label, clustering related info, appropriate
    indentation and underlining ? improve performance
  • consistent location, structure, terminology,
    sequence of displays
  • Display-complexity metrics
  • four task-independent metrics for alphanumeric
    displays (Tullis, 1997)
  • overall density, local density, grouping, layout
    complexity
  • displays that optimize search times do not
    necessarily optimize subjective ratings
  • fast performance ? grouping of items high
    subjective ratings ? low local density and low
    layout complexity
  • effective display design 6 to 15 groups neatly
    laid out, surrounded by blanks, similarly
    structured
  • web-based designs were dramatically different
    cool designs, hot images, attention-grabbing
    layouts ? user preference
  • more accurate prediction of user performance
    integrating with task frequencies and sequences ?
    layout appropriateness deal with buttons, boxes,
    lists
  • Window Design
  • Coordinating multiple 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

18
  • Synchronized scrolling ? Hierarchical browsing
  • opening/closing windows ? Saving/opening
    window state
  • Image Browsing
  • overview and detailed view -- zoom factor 5-30
    effective (additional intermediate view)
  • side-by-side placement, zoom-and-replace approach
  • fisheye views magnified focus area while
    preserving the context in a single display
  • visually appealing, even compelling
  • but changing distortion may be disorienting and
    zoom factor never exceeds 5
  • 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

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14. Information Search and Visualization
  • Introduction
  • information retrieval ? information gathering,
    seeking, filtering, or visualization
  • database management ? data mining from data
    warehouses and data marts ? knowledge networks or
    semantic webs
  • 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
    document libraries, or multimedia document
    libraries
  • task actions (browsing or searching) represented
    by interface actions (scrolling, zooming,
    joining, or linking
  • Tasks specific/extended fact finding,
    exploration of availability, open-ended browsing
    and problem analysis
  • Searching in Textual Documents and Database
    Querying
  • SQL requires training, and even then users make
    frequent errors
  • natural-language queries appealing but limited
    computer processing capacity
  • form-fillin queries and query-by-example
  • five-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 ? error
    messages, history buffer
  • Use compiling or disseminating insight

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  • Multimedia Document Searches
  • image search -- query by image content (QBIC) ?
    search for distinctive features or search for
    distinctive colors
  • Map search search by features
  • Design or diagram search
  • Sound search
  • Video search
  • Animation search
  • Advanced Filtering and Search Interfaces
  • filtering with complex Boolean queries
  • automatic filtering
  • dynamic queries
  • faceted metadata search
  • collaborative filtering
  • multilingual searches
  • visual searches
  • Information Visualization
  • the use of interactive visual representations of
    abstract data to amplify cognition
  • visual-information-seeking mantra overview
    first, zoom and filter, then details on demand
  • Data type by task taxonomy (TTT) and seven tasks
    (Box 14.2)

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  • 1-D 1inear data
  • in a sequential manner textual documents,
    dictionaries, alphabetical list of names
  • interface-design issues include what fonts,
    color, size to use, and what overview, scrolling,
    or selection methods to provide for users
  • 2-D map data
  • maps, floor plans, newspaper layouts
  • interface-domain features (size, color, opacity)
  • user tasks to find adjacent items, regions
    containing items, paths between items and to
    perform the seven basic tasks
  • 3-D world data
  • molecules, the human body, and buildings
  • users tasks typically deal with continuous
    variables such as temperature or density
  • cope with the position and orientation when
    viewing the objects ? potential problems of
    occlusion and navigation ? overviews, landmarks,
    teleoperation, multiple views and TUI
  • Multidimensional data
  • n attributes in a n-dimensional space (dynamic
    two-dimensional scattergram)
  • tasks include finding patterns, clusters,
    correlations, gaps and outliers
  • three-dimensional scattergram (disorientation and
    occlusion)
  • 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

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  • Tree data
  • Network data
  • shortest or least costly paths connecting two
    items or traversing the entire network
  • Overview task
  • movable field-of-view box (zoom factors of 3 to
    30), fisheye strategy
  • Zoom task
  • Filter task
  • Details-on-demand task
  • simply click on an item to get a pop-up window
    with values of each of the attributes
  • Relate task
  • proximity, containment, connection, color coding
    highlighting
  • History task
  • history of actions to support undo, replay, and
    progressive refinement
  • Extract task
  • Challenges for information visualization
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