LECTURE 5 COMPUTER PERIPHERALS INTERACTIONMODELS

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1 September 18, 2014 LECTURE 5 COMPUTER PERIPHERALS INTERACTIONMODELS 1

2 Recapitulation Lecture #4 Knowledge representation Mental Models, definitions Mental Models and Design Schemata, definitions & examples Metaphors, definitions & examples Introduction of key principle: Visibility 2

3 Mismatched Metaphore 3

4 Functional ~ Structural Physical sectioning of an object Reconstructing the sections to 3D object Metaphor: section is represented by image: Image has a thickness All domains in that image have same thickness Builds up a model of the object Mental Model: How does the biologist look at this model How does the CS look at this model 4

5 Example from the Workbench 5

6 Metaphor Example (1) King Harald Blåtand was a legendary 10 th century Viking king who unified Scandinavian countries (N + DK): succeeded people talk to each other taken up by ICT industry as metaphor for wireless technology uniting technology, communication and consumer electronics. Blåtand = Blue tooth 6

7 Metaphor Example (2) Harald Blåtand (HB) continued policy of his father King of Denmark, then Norway Brought Christianity Tall man with a dark skin Old Danish Blå = dark skinned Tan = great man tooth hygiene not known Left stones with Old Norge Runes 7

8 to be or not to be interactive... COMPUTER PERIPHERALS FOR THE GRAPHICAL USER INTERFACE 8

9 Computer consists of Elements Elements affect the interaction Internals RAM, CPU, Disk(s), Network Input devices Text entry Pointing Scanner, Camera, Microphone Output devices Screen: small & large, LCD, Projection Displays Printer, writing terminal, paper Sound: headphone, speaker system Haptic feedback device Virtual reality special interaction and display devices physical interaction e.g. sound, haptic, bio-sensing 9

10 Text input QWERTY Keyboard Most common text input device Allows rapid entry of text by experienced users Keypress Closes connection, causing a character code to be sent Usually connected by cable, but can be wireless Standardised layout non-alphanumeric keys are placed differently accented symbols needed for different scripts minor differences between UK and USA keyboards QWERTY arrangement not optimal for typing layout to prevent typewriters jamming! Alternative designs allow faster typing but large social base of QWERTY typists produces reluctance to change. 10

11 Alternatives to QWERTY Alphabetic keys arranged in alphabetic order not faster for trained typists not faster for beginners either! Dvorak Q W E R T Y U I common letters under dominant fingers biased towards right hand common combinations of letters alternate between hands 10-15% improvement in speed and reduction in fatigue large social base of QWERTY typists produce market pressures not to change 1 O A S D F G H J K L Z X C V B N M,. SPACE P 11

12 Qwerty vs. Dvorak Q W E R T Y U I O A S D F G H J K L Z X C V B N M,. SPACE P 12

13 Error Preventing Keyboard Haptic keyboard errors cost more pressure Pressure sensative keyboard Uses spelling checker on the fly Uses prediction and Bag-of-Words Tactile interface 13

14 Demonstration Keyboard 14

15 Mouse Most common pointing device Handheld pointing device very common easy to use Metaphor (by accident) Two characteristics planar movement buttons originally 1 to 3 buttons on top making a selection, indicating an option, initiating drawing etc.) 15

16 Introduction of Mouse device 1967 built by Douglas Engelbart (Stanford) X-Y position indicator for a display system 1970 US patent Hand in hand with development hypertext Links should be pointed at Quintessential in development of hypertext and internet Tail = mouse metaphore 16

17 Archetypal mouse A true prototype 17

18 Engelbart s workstation Numerical Keypad isn. 18

19 ...and then, there was the Mouse 19

20 Advanced pointing devices LCD Digitizer: Tablet & Display 20

21 Advanced pointing devices LCD Digitizer: Tablet & Display Input of Text and Graphics Range of additional interactive modes Includes handwritten input Pen has additional affordances 21

22 Other TEXT input - Dasher Intelligent processing of vowel-consonant combinations. Color is used to indicate different groups of characters/fonts Range of applications in different devices 22

23 Dasher Demonstration 23

24 Haptic devices Cyber grasp, force feedback virtual glove Force feedback device, used in virtual design, medical applications. Wii Mote 24

25 Demonstration Haptic I/O 25

26 Ubiquitous I/O: Gestures 26

27 Interacting with computers Understanding human computer interaction Understanding the human, i.e. the user Motivation, Intention Expectation i.e. Norman 7 Stages Model Understanding the computer, i.e. the elements Mapping expectations Input and Output devices, paper, sensors, etc. Capacity, possibilities? memory, processing, networks 27

28 Models for Interaction, theory PARADIGMS, INTERACTION MODELS, INTERACTION STYLES 28

29 Paradigms An example that serves as pattern or model. Greek paradeigma = example Model that forms basis of a theory or collection of theories.

30 Paradigms and HCI Predominant theoretical frameworks or scientific world views e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics Understanding HCI history is largely about understanding a series of paradigm shifts Not all listed here are necessarily paradigm shifts, but are at least candidates History will judge which are true shifts 30

31 Interaction Paradigms Batch processing Timesharing Networking Graphical display Microprocessor WWW Ubiquitous Computing Grid Computing Cloud Computing Multi Modal Computing 1950 s 1960 s 1970 s 1980 s 1990 s 1995 s This era 31

32 Paradigm shifts Batch processing Timesharing Networking Graphical display Microprocessor WWW Ubiquitous Computing Grid Computing Multi modal Wait on turn, get output Wait, intermediate output Share resources, own CPU Direct manipulation, Visibility Personal computing, WIMP Globalization information Sensor driven, environmental CPU driven, includes others Multimedia Small Devices 32

33 Multimodality A mode is a human communication channel PC, Computer Internet PDA, etc. Emphasis on simultaneous use of multiple channels for input and output Multiple Displays PDA, Cell Phone, PC Sound devices + 33

34 Example Multimodal Interaction 34

35 Interactivity? Early interaction paradigms: batch processing punched card stacks or large data files prepared long wait. line printer output and if it is not right Now most computing is interactive rapid feedback = VISIBILITY (expected) the user in control (most of the time) doing rather than thinking 35

36 Important: Styles of Manipulation Office-direct manipulation user interacts with artificial world with artifacts Industrial indirect manipulation user interacts with real world through interface Issues.. feedback delays immediate feedback instruments interface system plant 36

37 Styles and Paradigms Simple paradigm, Single user interface Complex paradigm, Multi user interface Multi user, GRID Industry, science and home apps? Multi user, multi modal Industry, science and home apps!! Think of some examples Phone PC iphone Intelligent fridge (RFID tag technology) Etc.. 37

38 INTERACTION CONCEPTS 38

39 Concepts of interaction domain the area of work under study goal task e.g. graphic design what you want to achieve e.g. create a solid red triangle how you go about doing it ultimately in terms of operations or actions e.g. select fill tool, click over triangle Note traditional interaction use of terms differs a lot especially task/goal!!! 39

40 Interaction model Norman Task language: the language of the user Core language: the language of the system Seven stages 1. user establishes the goal 2. formulates intention 3. specifies actions at interface 4. executes action 5. perceives system state 6. interprets system state 7. evaluates system state with respect to goal Norman s model concentrates on user s view of the interface, i.e. the user image 40

41 Execution/Evaluation loop execution goal evaluation system user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal 41

42 Execution/Evaluation loop goal execution system evaluation user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal 42

43 Execution/Evaluation loop execution goal system user establishes the goal formulates intention specifies actions at interface executes action perceives system state interprets system state evaluates system state with respect to goal evaluation 43

44 7 Stages of (Inter)Action (Norman, 1986) Goals Intention Expectation Evaluation task language Action specification Interpretation core language Execution Mental activity Perception Physical activity 44

45 Application of 7 Stages Model Hampering Execution (gulf of execution) user s formulation of actions actions allowed by the system interface: reduce the gulf to be effective Hampering of Evaluation (gulf of evaluation) user s expectation of changed system state actual presentation of this state gulf should be as small as possible for effective evaluation 45

46 Errors using an interface Slip understand system and goal correct formulation of action incorrect action Mistake may not even have right goal! Fixing things? Slip : better interface design (screens) Mistake: better understanding of system (metaphor) 46

47 Interaction framework Abowd & Beale Extension of Norman s 7 stages of interaction Abowd & Beale interaction framework has 4 parts user input system output task language, core language Each part has its own unique language S core O output I input U task Interaction translation between languages Problems in interaction = problems in translation 47

48 Using Abowd & Beale s model user intentions translated into actions at the interface translated into alterations of system state reflected in the output display interpreted by the user general framework for understanding interaction not restricted to electronic computer systems identifies all major components involved in interaction allows comparative assessment of systems an abstraction 48

49 Review #5 Computer Peripherals Interaction Hardware Paradigms, shifts Interaction models Norman Abowd & Beale Gulf of Execution Gulf of Evaluation 49

50 Interaction Poetry 50

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