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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