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Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
1
• Introduction
• Fundamentals of GUIs
Overview
• Screen Design : Navigation, Windows, Controls, Text, …
• Evaluating GUI Performance
- Some basics
- Vision and ergonomics
- Displays and readability
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
2
Basic Requirements for GUIs
• Actions steps (“Does the user know what to do?”)
• User Parameters
- Vision (resolution, character size, use of color, …)
- Displays (resolution, size, requirements, ...)
• Knowledge about users (see §Fundamentals of GUI)
• Hard- and software for GUI (see §Fundamentals of GUI and §Screen design)
HMI vs. GUI
• HMI is more dedicated to the whole system incl. I/O and e.g. real time
• GUI is a subset of HMI which concentrates on screen design and evaluation
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
7 Action Steps acc. Donald Norman
Human Action Cycle
Forming a goal
Translate goal to task(s)
Planning the action (sequence)
Executing the action (sequence)
Perceiving what happened
Interpreting the outcome
What happened what was intended
Adapted from D. Norman :
"The Design of Everyday
Things”, Basic Books,1988
3
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
7 Action Steps : Gulf of Execution
Insufficient idea of concept
To little idea of action
Insufficient way to function(s)
Human Action Cycle
Forming a goal
Translate goal to task(s)
Planning the action (sequence)
Executing the action (sequence)
4
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
Human Action Cycle
7 Action Steps : Gulf of Evaluation
Change not shown
or not readable
Visualisation unclear
No relationship to goal
Perceiving what happened
Interpreting the outcome
What happened what was intended
Executing the action (sequence)
5
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
GUI Overkill
(Example from M. Dahm: Basics of Man - Computer – Interaction, PEARSON)
6
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
Some Consequences
• Should modern GUI devices be so complicated ?
- Long term and exhausting adaptation training
- Even technical freaks use often only a few functions
- No incentive to buy a new product if the features
of the old one aren‟t fully used
- Aging society incl. workers
No !
• 2 Types of GUIs – Definition by Frequency of Use
- Frequent: Trained users like operator, PC standard SW users,
- Rare: „Untrained‟ using web pages, public information systems, ...
consequences of bad GUI design: system is not used
critical for commercial applications incl. websites
(easy-to-use GUI will become favourite)
7
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
8
Basics Consequences for GUIs
• Workplace or environment sets ergonomics
• Vision sets GUI objects (size, color, …)
• Display resolution sets number etc. of GUI objects
• Display has to show the GUI in an adequate quality (CR, ambient light, …)
• How many different GUIs can be handled ?
How many do you use frequently? 10s, 100s, 1,000s … ?
• Different GUIs at home and office
• Some GUIs are more safety critical (power plant, aircraft, …)
as others (advertisement in web – but checkboxes for legal aspects)
See next
sections
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
9
• Introduction
• Fundamentals of GUIs
Overview
• Screen Design : Navigation, Windows, Controls, Text, …
• Evaluating GUI Performance
- Some basics
- Vision and ergonomics
- Displays and readability
Basics
see MM 2
The basic ergonomic rules are also
great for presentations (PPT)!
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
10
Ergonomics
Other unit in use: Pixel per Inch (ppi) (1“ = 25.4 mm)
Eye resolution: 0.15 mm / m for pixels
170 ppi for 1 m viewing distance
Useful ppi is about 50% … 67% of this value: 100 ppi 1‟ 0,25 mm / m
e.g. APPLE retina display IPHONE : 326 ppi (78 µm) ; IPAD 3: 264 ppi
Viewing
Distance
/m
~ PPI from
Eye
Resolution
Eye Res.
Pixel Size
/mm
Useful
PPI
Useful
Pixel Size
/mm
Typical
Examples
0,3 510 0.08 300 0.08 Smartphone
0,5 340 0.13 200 0.13 Tablet, PC monitor
1 170 0.15 100 0.25 “Reference”
2 85 0.5 50 0.50 TV > 50”
10 17 3 10 2.50 E-Signage
Pixel size
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
11
Pixel Size & Pixel Pitch
Source: WIKIPEDIA
Typical observer distance
Reasonable resolution (cost & feasibility):
100 ppi per meter observer distance
0.3 m (300 ppi)
Recommended FHD-distance:
1.5 … 2x diagonal size (3D < 1.5x)
0.6 m (170 ppi)
2 m (50 ppi) TV, e-signage
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
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Man Machine Interface: Introduction M S E I
12
Font Size (Pixel) vs. PPI
Higher resolution (here dots per inch [dpi = ppi] like printing)
and font resolution increase readability. Font resolution
1 2 3 4
1 2 3 4 5 6
Reasonable:
- Font resolution > 7 x 5
- > 100 ppi for monitor use
Font height:
9 pixel
interpolated
Monitor @ 0.5m
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
Character Height Number of Colours
12 mm / m
5 mm / m
0 1 2 3 4 5
40
30
20
10
0 Number of colours
Minimum Character Height / „ (arc)
Numerical examples for 1 m observer distance
Reasonable: 22‟ for one color 6.5 mm per meter observer distance.
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
14
Color Combinations
Recommended color combinations = Good recognition
Background
Color
Foreground Color
Black White Ma-
genta
Blue Cyan Green Yellow Red
Black + + + + +
White + + + +
Magenta + +
Blue + + +
Cyan + +
Green + +
Yellow + + + +
Red + +
Many GUI recommendations are as
well good for presentations!
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
15
Summary : Vision & Ergonomics
• Vision resolution ~ 1‟
• Recommended pixels per inch: 100 ppi for 1 m observer distance
1‟ 0,25 mm / m
•Recommended character height: 22‟ @ 1 color: 6.5 mm / m
• Character height should increase with colors used
• Character font resolution > 7 x 5 pixel
• Take care of recommended fore- and background color combinations
• Colored text readability depends on positive or negative contrast
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
- GUI for consumer devices like smartphone, PC software, internet pages
- GUI for kiosk applications like vending machines
- GUI for dedicated devices like in cars, measurement devices (e.g. osci)
- GUI for date mining (IT applications)
- GUI for automation
Topics:
- Determine typical observer distance
- Determine number of text colors used for GUI
- Calculate font size height (mm)
- Calculate pixel pitch from font size height for 12 x 6 pixel font
16
x groups
Group Work : Case Study
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
17
• Introduction
• Fundamentals of GUIs
Overview
• Screen Design : Navigation, Windows, Controls, Text, …
• Evaluating GUI Performance
- Some basics
- Vision and ergonomics
- Displays and readability Basics
see MM 2
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
Ergonomic (Display) Factors and Their Interaction
Viewing distance
User
Environment
Display
Input devices
18
Contrast
GUI element size
Colour
Reflections
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
19
Input Devices
• Pushbuttons & Knobs Size needed*
- 1 ... some ~ 1 cm² per button
- Softkeys ~ 1 cm² per button
• Numeric Keypad ~ 4 cm x 5 cm
• Keyboard ~ 35 cm x 15 cm
• Graphical devices
- Mouse ~ 20 cm x 20 cm (pad)
- Graphic tablet ~ 15 cm x 15 cm
- Touch screen screen size
(~ 1 cm x 1 cm per touch field)
*: typical values, higher for vehicles etc.
Inputs tasks (and GUI design) define input devices
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
20
User - Display - Input Devices Geometry
• Requirements
- Must be ergonomic
- Differ in time of use
ATMs (minutes) vs. database input (hours)
• Geometries
- Mobile device (e.g. smartphone) orientation set by user
- Fixed devices orientation set by engineer
• Other topics
- Distance of user to screen and input device
- Ambient light
- Privacy
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
21
User - Display - Input Devices Geometry Examples
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
22
User - Display - Input Devices Geometry Examples
Office (long time use) Operator (short use)
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
23
Typical Design Flow of System with Display
Product specification, idea
Data to be displayed
Display resolution
Screen size
Display technology
Price, supply chain, …
Graphics controller,
µC, software, OS, …
Redesign, optimization
Start of design
User input
Viewing conditions
Environment
(T, illuminance, …),
application
Mechanics;
production, …
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
Mechanics;
production, …
24
Topics for Graphical User Interface
Product specification, idea
Data to be displayed
User input
Display resolution
Screen size
Display technology
Viewing conditions
Environment
(T, illuminance, …),
application
Price, supply chain, …
Graphics controller,
µC, software, OS, …
Size,
readability
“Readability”
Elements
(widgets,
common
dialogs, …)
Redesign, optimization
Keyboard
mouse
touch
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
25
GUI Ergonomic Design Rules
Here: Viewing distance = 1 m distance 0.25 mm (resolution, pixel size)
C OK
Heading
0123456789
ABCDEFGH
IJKLMNOP
?
T
10
0 10 30 t
25
Recommendations & rules basing on vision (1‟ 0,25 mm / m):
• Character height: 16‟ … 40‟ (more text colors larger height)
with e.g. 9 x 7 or 10 x 7 font pixel resolution + spacing
• Separation: ~ height/2 (8‟ … 20‟) ; ~ width/4 (6‟ … 15‟)
• Icons: ~ 40‟ (> 32 x 32 pixel), spacing ~ size/2
• Graphics: ~ 10x character height; width height;
recommended 16:9 ; resolution 240 x 135 pixel
• Touch input pad > 10 x 10 mm² (height “fixed”, width depending on text)
Spacing: ~ 5 mm Save as
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
26
GUI Ergonomic Design Strategy
?
26
1. Draw basic GUI design with respect to display aspect ratio 16:9 or 4:3
(4:3 is fading out, other ratios only for high volume mass production)
2. Calculate height and width of each GUI element (incl. spacing) acc. to
“GUI Ergonomic Design Rules” (see slide) incl. viewing distance
3. Calculate pixels for GUI elements acc. to
“GUI Ergonomic Design Rules” (see slide)
4. Make table or plot for summing up all elements in terms of pixels;
horizontal and vertical sum may vary due to GUI elements
adapt e.g. to maximum (recommended) or mean value
5. Calculate display resolution and adapt to main stream:
QVGA, WQVGA, VGA, WVGA, …. HDTV
6. Redesign and play with GUI arrangement for main stream resolutions
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
27
Graphical User Interface Screen Design(I)
Rule: Golden Cut
- Used by famous photographers and artists
- Area partitions and proportions (~ 1/3 : 2/3) are felt as very harmonious !
- Also many things in nature follow a Golden Cut strategy e.g. snail‟s shell
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
28
Graphical User Interface Screen Design (II)
Golden Cut
arrangement
recommended
This is not a
“hard” rule,
you may use
e.g.
- 40 : 60
- 1/3 : 2/3
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
29
Design Rules Example I
Observer distance : 0.5m 0.13 mm 1‟ ( pixel size)
C OK
Text 0123456789
ABCDEFGH
IJKLMNOP
?
T
10
0 10 30 t
Graphics: 240‟ x 135‟
32 x 18 mm²
Touch input pad
> 10 x 10 mm²
Icons 40‟: 5 mm
Character height:
25‟ 3.3 mm
29
1. Draw basic GUI design with respect to display aspect ratio 16:9 or 4:3
(4:3 is fading out, other ratios only for high volume mass production)
2. Calculate height and width of each GUI element acc. to
“GUI Ergonomic Design Rules” (see slide) incl. viewing distance
Character height:
20‟ 2.5 mm
Spacing:
10‟ 2.5 mm
Spacing between all elements: 2.5 mm
40 : 60
1/3 : 2/3
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
30
Design Rules Example II
C OK
Text 0123456789
ABCDEFGH
IJKLMNOP
?
T
10
0 10 30 t
Graphics: 240‟ x 135‟
32 x 18 mm² 240 x 135 pixel
Touch input pad:
10 x 10 mm²
80 x 80 pixel
Icons 40‟: 5 mm 40 x 40 pixel
Character height: 25‟ 3.3 mm 25 pixel,
width 10 x 7 + spacing 17 + 6 pixel
8 characters 180 pixel
30
Character height: 20‟
2.5 mm 20 pixel
width = 14 + 4 pixel
10 characters 180 pixel
Line spacing: 10‟
2.5 mm 20 pixel
3 lines + 2 spacings
height = 80 pixel
Spacing: 2.5 mm = 20 pixel
3. Calculate pixels for GUI elements acc. to
“GUI Ergonomic Design Rules” (see slide)
Observer distance : 0.5 m 0.13 mm pixel size for 1‟
Rule of thumb:
- 1‟ = 1 pixel
- Left and right character
spacing can be neglected
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
31
Design Rules Example III
C OK
Text 0123456789
ABCDEFGH
IJKLMNOP
?
T
10
0 10 30 t
31
4.Make table or plot for summing up all elements in terms of pixels; horizontal and vertical sum
may vary due to GUI elements adapt e.g. to maximum (recommended) or mean value
5.Calculate display resolution and adapt to main stream: QVGA, WQVGA, VGA, ... HDTV
Horizontal pixel top elements incl. 20 pixel spacing:
20 + 180 + 20 + 240 + 20 = 480 pixel
Vertical pixel left elements
incl. 20 pixel spacing:
20 + 25 + 20 + 80
+ 20 + 40 + 20
= 225 pixel
Vertical pixel right ele.
incl. 20 pixel spacing:
20 + 135 + 20
+ 80 + 20
= 275 pixel
Horizontal pixel bottom elements incl. 20 pixel spacing:
20 + 40 + 20 + 40 + 20 + 40 + 20 + 40 + 20 + 40 + 20 = 320 pixel
Using maximum values:
480 x 275 pixel
Perform search for display:
Resolution: 480 x 272 @ 4.3”
is available from many companies!
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
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Man Machine Interface: Introduction M S E I
32
Design Rules Example IV
C OK
Text 0123456789
ABCDEFGH
IJKLMNOP
?
T
10
0 10 30 t
32
6. Redesign and play with GUI arrangement for main stream resolutions
Horizontal: 480 pixel
Vertical:
225 pixel
- Top and right resolution OK for GUI elements
- Adapt left (+ 50 pixel) and bottom (+ 160 pixel)
Display: 480 x 272 @ 4.3”
Vertical:
272 pixel
Horizontal: 320 pixel
Calculations:
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
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D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
33
Design Rules Example V
Cancel OK
Text 0123456789
ABCDEFGH
IJKLMNOP
QRSTUVXYZ
Help
T
10
0 10 30 t
33
6. Redesign and play with GUI arrangement for main stream resolutions
Horizontal: 480 pixel
Vertical:
increase vertical
line spacing
or add 4th line
“Play around” with various arrangements and sizes
of GUI elements until GUI “looks and feels great”.
Display: 480 x 272 @ 4.3”
Vertical:
272 pixel
Horizontal: e.g. increase touch button size or add button
Adaptation to display:
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
D I S P L A Y L A BPFORZHEIM UNIVERSITY
D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
- GUI for consumer devices like smartphone, PC software, internet pages
- GUI for kiosk applications like vending machines
- GUI for dedicated devices like in cars, measurement devices (e.g. osci)
- GUI for date mining (IT applications)
- GUI for automation
Topics: Perform GUI Ergonomic Design Strategy
- Make quick drawing of one or the main screen of your GUI example
- Select a typical user distance; elaborate ppi and pixel size
- Calculate the size of the GUI elements on the screen
- Determine display resolution
- Calculate display size and select industrial display
34
x groups
Case Study III
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Man Machine Interface: Introduction M S E I
35
1. Luminance is adequate
to eye adaptation
(see below)
Readability CR
Not readable < 2
Text readable 2 … 4
Color > 4
Grey levels > 10
2. Contrast Ratio CR is sufficient
(also depending on displayed content)
(see below)
Typical recommended values:
• Indoor industrial 300 cd/m²
• Daylight readable 1,000 cd/m²
• Outdoor readable 2,000 cd/m²
• Sunlight readable > 5,000 cd/m²
What Means Readability (I) ?
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Man Machine Interface: Introduction M S E I
36
3. Grey levels and color
Reproduction is reduced by reflections
Low grey levels (low luminance) cannot distinguished
Color will be washed out (gamut reduced)
4. Readability strongly depends on image
- Use mainly black text on white background
(will force Burn-In for emissive displays !)
- Do not use dark grey levels
- Use highly saturated colors like first and secondary primaries
Optimum via luminance, content and reflections !
What Means Readability (II) ?
Blankenbach / Pforzheim Univ. / www.displaylabor.de / IT / GUI / March 2013
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Man Machine Interface: Introduction M S E I
Optimization:
- Increase display luminance
- Reduce reflections (AR, AG [matte], …)
- Reduce illuminance E if possible)
- Adapt GUI to black / white, …
37
Black
White
RL
LC
LReflected > LBlack (0 lx)
LReflected (white) = LReflected (black)
flectedReBlack
flectedReWhite
R
lightambientL)lx0(L
L)lx0(LC
1L
)lx0(L
flectedRe
White
• Reflections of ambient light are measured as reflected luminance Lreflected
• Those reflections are added to the luminance output of the display
Details and measurement
techniques: ED lecture WS
Contrast Ratio & Ambient Light
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Man Machine Interface: Introduction M S E I
38
Ambient Light & Grey Scale / Color
Ambient light reduces
• The number of distinguishable grey levels
use only black and white, avoid low grey levels
• The number of distinguishable colors
use saturated colors like R(255/0/0), G (0/255/0), M (255/0/255), …
Many GUI recom-
mendations are
as well good for
presentations!
Simulation Indoor Outdoor Sunlight
Grey
levels
Color
K K K
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Man Machine Interface: Introduction M S E I
39
‚Original without anything„
Anti-Reflex Anti-Glare Anti-Glare + Anti-Reflex
(specular diffuse) (specular reduced) („best‟ + most expensive)
Reflection Reduction Methods
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D I S P L A Y L A BPFORZHEIM UNIVERSITY
Man Machine Interface: Introduction M S E I
“Bright background” reduces noticeable reflections (and lifetime) !
40
Reflections are „enhanced‟
on dark areas and „invisible‟
for „bright areas‟
Same display,
geometry,
illumination etc.
Light Reflections vs. Grey Level & Visibility
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Improving Readability by Software
• Image enhancement
algorithms as known
from HDR
• Applications: Better
readability at bright light
e.g. automotive
• Can be applied as well
for GUI
• Most simple solution is to design GUI (if applicable) to outdoor performance:
White background, now low grey levels, saturated colors, …
100% software
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Consequences for Display Technologies
Emissive Reflective Power vs.
“no color”
Emissive Reflective
Examples AMLCD, OLED, PDP, … E-paper, b/w LCD
Improvem. • Rise e-o efficiency
• Optimize subassemblies
• Rise reflectance
• Add front-/backlight
Merits Multimedia, mass production Bistable lowest power
Issues Bright light, power consumption Multimedia, industrial
Benefit Multimedia @ reasonable power B/W @ lowest power
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Man Machine Interface: Introduction M S E I
Office Displays & Ambient Light
43
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Man Machine Interface: Introduction M S E I
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Readability - one of the Most Important Factors of GUIs
• Information on the screen must be readable
• Luminance must be adapted to illuminance
• Ambient light reflections reduce readability
• Contrast ratio reasonable for GUI content (color: CR > 10:1)
• Avoid low grey levels as they will appear very similar
• Use saturated colors, others will bleach
• Avoid static content due to (emissive) Burn-In and LCD Image-Sticking
• Other topics: Detection speed (see below)
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Man Machine Interface: Introduction M S E I
- GUI for consumer devices like smartphone, PC software, internet pages
- GUI for kiosk applications like vending machines
- GUI for dedicated devices like in cars, measurement devices (e.g. osci)
- GUI for date mining (IT applications)
- GUI for automation
Topics: Define display requirements and GUI grey level and colors
- Make quick drawing of one or the main screen of your GUI example
- Select a typical display technology
- Check for lifetime issues
- Optimize grey levels and colors for best outdoor performance
45
x groups
Case Study IV
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Other Factors Influencing Readability
Detection speed
How fast is a character or a change in information recognized ?
10 100 1,000 10,000
Illuminance /lx
Mean Detection Speed / 1/s
0.06
0.04
0.02
0.00
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Man Machine Interface: Introduction M S E I
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Other Factors Influencing Readability
Preference of Illuminance
How bright should be the workplace ?
10 100 1,000 10,000
Illuminance /lx
Preference
500 lx recom-
mended for office
25 characters
per second
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Man Machine Interface: Introduction M S E I
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Other Factors Influencing Readability
Automotive : Glance
„Visually displayed
information should
be such that the
driver can assimilate
it with a few glances
which are brief
enough not to
adversely affect
driving.‟
How long does it need to
get the displayed information?
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Man Machine Interface: Introduction M S E I
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Other Factors Influencing Readability
Automotive : Glance