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INTERFACES ANDINTERACTIONS
Chapter 6
Patrick HuttoDongjin KimJohn DifanteLee Hailey
Introduction Pre-1990s – efficient and effective interfaces
was main goal GUI advances, Internet, cell phones, new
technology etc. Now there is a bigger opportunity to design for
user experience Gesture-based, tactile based, emotion based
interaction Novel ideas – ie. Tangible interfaces, mixed
realities, wearable interfaces
Introduction
While exciting, all these options can make picking a design daunting
We will consider designing interfaces for different environments, people places and things
Cannot cover all the different types of interfaces Look at key research and design concerns for
a few select interfaces
Paradigms Definition – “Particular approach that has been
adopted by the community of researchers and designers for carrying out their work, in terms of shared assumptions, concepts and values.
Questions to be asked and how they should be framed
The phenomena to be observed The way findings from experiments are to be
analyzed and interpreted
1980s Focus was to de-
sign user-centered applications for the desktop computer
Single “user” work-ing with a screen “interface”
Beginning of WIMP (windows, icons, menus, pointers)
1990s
• WIMP seemed limiting
• Non-WIMP inter-faces were being experimented with
• These factors plus the innovations in technology created a revolution in the industry
1990s
Interaction design was moving “beyond the desktop”
New design, model and analysis methods New theories, concepts and ideas Turning to ‘social’, ‘emotional’ and
‘environmental’ the Single user was replaced by a bigger set
including people places and context
Ubiquitous Computing (Ubi-Comp)
• This would radically change the way people think and interact with computers
• Now computers would be part of their environment• Embedded in objects, devices and displays• Enable user to switch calmly and effortlessly
between tasks, without a computer background• New vocabulary – ie. Pervasive computing,
ambient intelligence, the disappearing computer
New Challenges and Questions
• How to enable people to access and interact with infor-mation in their work, social and everyday lives, using an assortment of technologies
• How to design user experiences for people using inter-faces that are part of the environment but where there are no obvious controlling devices
• How and in what form to provide contextually rele-vant information to people at appropriate times and places to support them while on the move
• How to ensure that information that is passed around via interconnected displays, devices, and ob-jects, is secure and trustworthy
Command Interface Type in abbreviated commands at a prompt ….
System responds Ex. AutoCAD – still can be powerful interface
WIMP/GUI
• Xerox Star interface – led to birth• Color, typography imagery• Windows – scrolling, stretching, opening etc.• Icons – representation of commands,
applications etc.• Menus – list of options to scroll or select• Pointers – mouse cursor as interface• Evolution – 3d icons, audio icons, toolbars etc.
Windows
Window design – solution to physical constraints of screen
Multiple windows, scrolling down and across Swapping between windows – Mac function Dialog boxes – confirmations, errors, guiding
user input
Menus
• Menu design – like restaurant menus• Headings – easier to organize information• Menu contents are hidden until needed• Styles – flat lists, drop-down, pop-up• Nesting menus – tedious, iPod scrollwheel• Expanding menus – cascading menus,
mouse frustration• Contextual menus – ie. Right clicking
Icons Represent objects – ie. Folders, trashcan In applications depict tools – ie. Paintbrush GUIs are now appealing Mapping – ie. Trashcan Recognizable icons PDAs, cellphones, etc.
1990s interfaces
Advanced graphical interfacesMultimediaVirtual EnvironmentsVisualization
Web-based interfaces Speech interfaces Pen / gesture / touch screen interface Appliance interface
Multi-Media combines different media within one interface
can be with by the userassumption
○ better way of presenting information○ easy to learn, understand, more engagement, pleasure
facilitates to multi representation
“heart” in in Multimedia-based encyclopediaimage/diagrams, video clips, audio recordings, text
interacted
rapid access
“Heart” The heart is a muscular organ found in all
vertebrates that is responsible for pumping blood throughout the blood vessels by repeated, rhyth-mic contractions.
Hands-on interactive simulation
Cardiac Tutorteaching cardiac resuscitation.
BioBLASTdesigning a life support system
Multimedia CD-ROM
assumptionlearning and playing can be
however….more choice, more
need efforts for encouraging interactions
enhanced
selective
Virtual Reality & Virtual Environment
computer-generated graphical simulations create “the illusion of participation” (Gignatte) example: CAVE
Advantages of VRs / VEs
new kind of experienceVirtual Zoo Project
Advantages of VRs / VEs
higher level of with the objects
sense of makes setting convincing
different viewpointsfirst-person perspective : DOOMthird-person perspective : Tomb Raider, Second Life
fidelity
“presence”
Information Visualization goal
amplifying human cognitionenabling users to see patterns, trends to gain insight
example3D interactive mapTree map
Information Visualization
Web-based Interface
text-based (“vanilla” approach)Nielsen : simplicity, feedback, speed…download time
○ very few graphics but offer users chances○ useit.com
graphic-based distinctive, striking, pleasurablereadily recognizable on their return
Web-based Interface usability vs attractiveness (Steve Krug)
Much of the content on a web page is not read
User will pore over each page….
Click, click, click…
Web-based Interface how to catch and keep “eyeball” of user
Aftonbladetflashing ads, banners
Speech interface
speak and listen to an interface can be used by people with disabilities call routing example
Pen, gesture, and touch-screen (p. 260)
Stylus, camera, and touch sensitive screens Familiar gestures, more degrees of freedom Sony's EyeToy; interactive games via camera Pen interfaces for PDAs and whiteboards
Problems reaching buttons on the side or far away Handwriting recognition; not always correct Gesture based systems; Ubi-Finger and sign lan-
guage
Appliance (p. 264) Washer and dryer, MP3 players, ovens, printers Short interactions with specific goal Users don't want a complex, time consuming
interface Key principals: Simplicity and Visibility For example: Toaster
2000s Interfaces (p. 265) Mobile interfaces:
Handheld, portable devices such as PDAs and cell phones; smart phones
Roller wheels on the side Spin dials on face, ala iPod Directional keypads, two and four way Touch screen buttons
Preferences vary on each input type
2000s Interfaces (p. 267) Mobile interfaces
Keypad to text; can be frustrating Predictive text, or built in keyboard on phone
or on screen Cell phones have a small screen and slow input
Slimmed down websites Smaller menus Windows CE Mobile app design guidelines
2000s Interfaces (p. 269) Multimodal Interfaces
Speech and gesture, eye-gaze and gesture, pen input and speech
'More is more' – people don't use only one inter-face at once in the real world
But these don't exist yet! Speech Work's Ford SUV interface
Attentive environments Require extensive calibration
2000s Interfaces (p. 271) Shareable Interfaces
Large wall displays, interactive tabletops Creates a central space with shared info and control Built into the furniture Room ware furniture: Seeks to augment natural
grouping patterns Many screens interacting v. one central screen Horizontal v. vertical
Tangible Interfaces A type of interface where you interact using physical
objects with which the computer can sense that allows the computer to read its position or configuration in-terpret it accordingly.
A person manipulates a physical object and that action is mimicked in a digital environment.
The interface can give feed back to the user in multi-ple ways.
Urp: an application that uses miniature building models to facilitate urban planning.
http://www.youtube.com/watch?v=3RAbd_i67oc
Augmented and Mixed Reality In-terfaces
Views of the real world are combined with views of a virtual world.
Mixed Reality interfaces has attributes of both the real and virtual environments.
Done typically by projecting a image on to a physical canvas and fitting it to matching virtual elements to their physical counterparts.
Applications:
- HUD - Augmented maps - X-rays
Wearable Interfaces Simply a computer interface that you wear The interface is typically manipulated or
operates passively as the user moves in their environment.
Ergonomic Concerns- Comfort - Restriction of movement or other
senses
- Weight - Noticability of the apparatus
Wearable Interface
Augmented Reality Inter-face
Robotic Interfaces Interaction with robots Useful in that they can do many things that
we cannot. The opposite is also obviously true The amount of utility we can get from robots
is still limited.
Robotic Interfaces
Which Interface What interface should we use for each application. We covered many interfaces. What about the widely used interfaces we have today makes
us prefer them over others. What is keeping some innovative interfaces from entering
markets.
Applications:Learning, game playing, navigation, purchasing, surfing the internet, connecting with friends, editing a data.
Interfaces:Multimedia, multimodal, mobile interface, virtual 3D environments, augmented reality, tangible interfaces, robotic interfaces.
Which Interface
Many variations of interfaces. Each with their own unique attributes,
challenges, limitations. There are lots of interfaces that get us excited
about HCI but we have to remember for who and for what we are designing.
Must remember to design for the user and not for the technology.