Physical Input and Tangible Computing

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1 stanford hci group cs147 Physical Input and Tangible Computing Björn Hartmann 08 November

2 Learning Goals Be familiar with the space of input devices, their properties and tradeoffs Be able to assess what devices will have the best performance for desired users, tasks, and settings Be inspired to think beyond today s GUI paradigm 2

3 Input Device Issues What actions does it afford? What resolution/sensitivity does it offer? What dexterity does it require/allow? What is it efficient/inefficient at doing? What interaction techniques is it suitable for? What are its ergonomic advantages and problems? 3

4 (cc) Image by flickr user John Pastor

5 [O Sullivan] 5

6 Keystroke Devices Array of Discrete Inputs Many variants of form and key layout Can be one-handed or two Wide range of sizes Two-hand full keyboard is relatively standardized, Less standardization on others: Command keys, generic function keys, cursor movement, numeric keypad,... Take advantage of procedural memory Power law of practice T = ap b 6

7 Keyboards

8 Key Layouts

9

10 One Hand Keysets (Chording, Multipress) Chording Engelbart Chording Keyset Multi-press mappings Ambiguity resolution (T9) Twiddler 10

11 Pointing Devices (cc) Flickr photo by Mike fj40 11

12 Pointing/Marking Devices Representative Tasks Target acquisition Steering / positioning Freehand drawing Drawing lines Tracing and digitizing Clicking, Double-clicking, dragging Gesture Text entry (handwriting) 12

13 A design space of input devices Card, S. K., Mackinlay, J. D., and Robertson, G. G A morphological analysis of the design space of input devices. ACM Trans. Inf. Syst. 9, 2 (Apr. 1991), DOI=

14 The Mouse (Indirect device) 3 button SRI mouse, 1968 The First Mouse (Stanford Research Institute, 1964)

15 How the Mouse Works Wheel mouse Ball mouse 15

16 How the Mouse Works Optical 16

17 Ergonomic Mice 17

18 Trackball, Trackpad 18

19 Trackpoint Indirect, force sensing, velocity control Nonlinear transfer function Velocity Force (cc) Image by flickr user tsaiid 19

20 Joysticks (cc) Image by flickr user seanaes 20

21 Tablet (Indirect) Indirect, position sensing, absolute, control of cursor position Some support bimanual input 21

22 Pen-Based Computers 22

23 Light Pen Sage Air Defense System, 1950s Sketchpad, 1963 Whirlwind Light Gun,

24 Sketchpad Video

25 Pen-based Computers Palm Pilot Vadem Clio Apple Newton Buxton and Fitzmaurice GO PenPoint 25

26 Touch Screen 26

27 Tracking Pointers Brain Eye 27

28 Fitts Law MT = a + b log 2 (A/W + 1) Target acquisition time is proportional to the log of the ratio of the Distance to the Width of the target Applies to position control devices Same for direct and indirect How does it apply to all the others? 28

29 A design space of input devices Card, S. K., Mackinlay, J. D., and Robertson, G. G A morphological analysis of the design space of input devices. ACM Trans. Inf. Syst. 9, 2 (Apr. 1991), DOI=

30

31

32 5

33 [O Sullivan] 33

34 Hands

35 Doing Multiple Things at Once

36 Visibility

37 3D and Haptic Phantom DataGlove DaVinci CyberGrasp 37

38 Position+Orientation: Nintendo Wii

39 Position+Orientation: Nintendo Wii

40 Tangible User Interfaces Augment the physical world, integrating digital information with everyday physical objects Generally, physical input controls graphical or audio output 40

41 Digital Tape Drawing Video

42 IO Brush Kimiko Ryokai et al, MIT Media Lab 42

43 IO Brush Video (didn t work)

44 Tobopo Hayes Raffle, Amanda Parkes, MIT Media Lab 44

45 Topobo Video

46 Mixing paper and computers Books with Voices Designers Outpost 46

47 Outpost video

48 DIY How hard is it to build your own input device?

49 Example from CS247

50 Palette Video

51

52 Exemplar Video

53 53

54 stanford hci group cs

55 Things I didn t get to show

56 MetaDesk Video

57 Anoto Pattern digital pen technology 57

58 Multi-touch

59 FTIR video

60 Collaborative e.g., DiamondTouch

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