1 / 39

User-System Interaction a challenge for the present and the future

User-System Interaction a challenge for the present and the future. Prof. dr. Matthias Rauterberg IPO Center for User-System Interaction TU/e Eindhoven University of Technology . ISO Definition of Quality of Use.

fadey
Download Presentation

User-System Interaction a challenge for the present and the future

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. User-System Interactiona challenge for the present and the future Prof. dr. Matthias Rauterberg IPO Center for User-System Interaction TU/e Eindhoven University of Technology

  2. ISO Definition of Quality of Use • The ISO 9241 standard defines three components of "quality of use" applicable to the design of user interfaces: • EffectivenessDoes the product do what the users require? Does it "do the right thing?" • EfficiencyCan the users learn the user interface quickly? Can they carry out their tasks with minimum expended effort, including a minimum of errors? Does it improve the productivity/effort ratio? Does it "do things right?" • SatisfactionDo users express satisfaction with the product? Does the new product reduce stress? Do the end users now have a more satisfying job?

  3. The History of Usability Definitions DIN 66 234 EC directive ISO 9241 part 8 90/270/EEC part 10 (1988) (1990) (1996) suitability for the task suitability (activity adapted) suitability for the task self-descriptiveness feeback about system states self-descriptiveness appropriate format and pace of information presentation conformity with user conformitity with user expectations expectations information and instruction of suitability for learning ease of use applicable to suitability for individualization hearing and participation of controllability controllability error robustness error tolerance

  4. The Concept of Transparency

  5. The Concept of Individualization

  6. What are the research topics of USI? Working domain • Communication / Co-operation • Home / Office Environment • Financial / Medical Sector • Knowledge Management • Product / Process Industry • Transportation / Logistic • Teaching and Learning Working system Goal: Pa => Pd user interactive system • Engineering • audio interfaces • computer vision based input • speech input / output • tactile input / output • Science • perception • cognition • action • Application • user-centered design

  7. What is an Interactive System (IS) ? perception action(s) user interaction system IS := {IS*, Human, ICT component, [additional component]}

  8. Challenges of USI research user interaction system ? perception cognition functionality architecture emotion action input/output data structure effectiveness efficiency satisfaction

  9. The optimization problem costs user system optimum technical complexity of the user interface

  10. USI Research Approach Design relevant knowledge synthesis analysis empirical validation Interactive systems

  11. Two approaches for Ergonomics attractors limits assessment design principles

  12. ...based on expertise: state-of-the-art knowledge for the design expert as a designer models of users ...based on participation: end-user involvement in analysis, design and evaluation expert as a moderator real users What is User-Centred Design?

  13. Why is User-Centred Design necessary? • decreased time to market • reduced costs • rapid development • innovative and usable products

  14. UCD Research Topics • Process View: • improving the system design life cycle • development and validation of evaluation metrics • development and validation of tools and techniques • integration of informal, semi-formal and structure methods • Product View: • development of a theoretical framework for user-system interaction • design and test of interaction styles • empirical comparison studies • development of product oriented usability metrics

  15. UCD Process View • user-oriented requirements analysis • allocation of function between user and system • iteration of design solutions • e.g. evaluation • active involvement of users • e.g. participatory design • multi-disciplinary design teams • e.g. design sessions • embedding design principles in structured methods • e.g. MUSE/UCD • evaluation of the running system • e.g. usability testing • PROCESS QUALITY

  16. UCD Product View • evaluation of interaction styles • e.g. speech input/output • e.g. auditory and tactile feedback • e.g. gesture based input/output • applied cognitive ergonomics • e.g. user/task modelling • validation of product metrics • e.g. interactive function points • PRODUCT QUALITY

  17. Technology is becoming ... Smaller, faster, cheaper, networked, available at different locations (absolute and relative), mobile, and will have new interaction styles. The “Context of Use” can be described by … who: different users, what: different products, where: different locations, when: around the clock, how: different generations of users Direction of Changes

  18. What are the technical challenges? • New interaction styles • speech input/output • computer vision based input (e.g., gestures) • audio interfaces (e.g., non-speech audio) • tactile and force feedback • New interface concepts • adaptive and intelligent software • natural user interfaces

  19. Computer mediated Communication Same location Different location Telephone, Liveboard, Videoconference Whiteboard Same time (synchronous) Email, Voicemail, Group Decision Support System Work Flow Management System Different time (a-synchronous)

  20. The Ubiquitous Computing Paradigm • Two issues are of crucial importance: location and scale • Location : ubiquitous computers must know where they are • Inch-scale machines: approximate active Post-It notes • Foot-scale machines: like a sheet of paper (or a book or a magazine) • Yard-scale machines: the equivalent of a blackboard or bulletin board • Prototype tabs, pads and boards are just the beginning of ubiquitous computing

  21. Two Trends in User Interface Technology Mobile computing Ambient rooms and Cooperative buildings

  22. Mobile application categories: information access communication computer supported collaboration remote control local data/applications Three characteristics differentiate a tab, pad etc. and the kinds of applications that it supports from traditional personal computers: Portability:very small form factor, low-weight Communication:low-latency interaction between users and system Context-sensitive operation Mobile Computing

  23. The PARCtab • The PARCtab is most easily operated with two hands: one to hold the tab, the other to use a passive stylus or a finger to touch the screen. • But since office workers often seem to have their hands full, we designed the tab so that three mechanical buttons fall beneath the fingers of the same hand that holds the tab, allowing one-handed use. • The device also includes a piezo-electric speaker so that applications can generate audio feedback

  24. The PalmPilot • The PalmPilot has a lot functionality. • This device fits with its pocket size into one hand. • There is a communication channel via IR to the PC. • Small, and a reasonable price

  25. Love-Gety • There's a Lovegety for men (blue underside), and a Lovegety for women (pink underside). • They notify each other when a Lovegety of the opposite sex is in range. • The lovegety operates on 300Mhz frequency and uses 2 AAA batteries.

  26. How to operate a Love-Gety • Turn on the "POWER SWITCH" and select the "MODE" you want with the "MODE SWITCH". • You can confirm the "MODE" you just selected while the red indicator blinks. • The larger "GET" light on the LOVEGETY blinks when someone with a Lovegety of the opposite sex has selected the same "MODE" as your LOVEGETY. • The "FIND" light on the LOVEGETY also blinks when someone nearby with an opposite sex LOVEGETY, has their LOVEGETY on but under a different "MODE".

  27. Wearable Computer • Providing hands-free operation • Sharing the data in real-time with background • Supporting user comfort • Allowing audio interactions in a noisy environment • Creating a simple user interface • Keeping costs down

  28. Wearable Computer • Providing hands-free operation • Sharing the data in real-time with background • Supporting user comfort • Allowing audio interactions in a noisy environment • Creating a simple user interface • Keeping costs down

  29. Electronic Performance Support System • Food processing plant worker with a first-generation prototype wearable computer. • Possible applications include support for quality control data collection or assistance with environmental auditing. • This system gives its users the information the users need to perform a task as they actually perform the task.

  30. Airline Applications • This remarkable ultra-lightweight computer, worn as a belt, delivers maximum information to users with a minimum of work. • Designed for individuals who demand mobility, this computer offers voice control and heads up display for complete, hands-free operation. • Users can enter or retrieve information while going about their jobs, instead of constantly returning to the shop area to check a stationary computer, or stopping work to punch keys.

  31. Home of the Future • Main characteristics: • Home automation is defined as a process or system which provides the ability to enhance one's lifestyle, and make a home more comfortable, safe and efficient. • Home automation can link lighting, entertainment, security, tele-communications, heating and air conditioning into one centrally controlled system. Bill and Melinda Gates' $97 million house

  32. Office of the Future • Main characteristics: • attentive • active • adaptive

  33. The InteracTable • The current stand-up version of the InteracTable is built as a vertical rear-projection unit with a touch-sensitive display surface. • Inside the table, an LCD beamer projects a high-resolution image of 1024x768 pixels to the top of the table. • The integrated wireless network provides the InteracTable with a high degree of flexibility

  34. The DynaWall and two CommChairs • The size of the DynaWall opens a new set of human-computer interactions. • It is possible that information objects can be taken at one position and put somewhere else on the display or thrown from one side to the opposite side. • Dialog boxes always appear in front of the current user(s). • User interface components are always at hand, etc.

  35. Unsolved Research Problems wearable computing intelligent environments Isolation in immersive virtual worlds Penetration of the body space Privacy in augmented worlds Penetration of the social space

  36. In the past… design of the physical space material transport pollution centralization In the future… design of the information space knowledge transfer evolution globalization The post-industrial society

  37. To be prepared for the future content provider form provider • customer driven design • new services • integrators • technology driven design • new products • specialists time

  38. List of relevant books for the area of human-computer interaction (HCI) • About HCI in general: • D. Norman, S. Draper: User centered system design. Lawrence Erlbaum, 1986. • P. Booth: An introduction to Human-Computer Interaction. Lawrence Erlbaum, 1990. • L. Barfield: The user interface - concepts & design. Addison Wesley, 1993. • A. Dix, J. Finlay, G. Abowd, R. Beale: Human-Computer Interaction. Prentice, 1993. • J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey: Human-Computer Interaction. Addison Wesley, 1994. • L. Macaulay: Human-Computer Interaction for Software Designers. Thomson, 1995. • B. Shneiderman: Designing the user interface. Addison Wesley, 1997, 3rd edition. • About design principles: • C. Brown: Human-Computer Interface design guidelines. Ablex, 1989. • W. Galitz: Handbook of screen format design. QED, 1989. • D. Hix, R. Hartson: Developing user interfaces. Wiley, 1993. • ISO 9241 (Part 10: Dialogue principles, Part 12: Presentation of information, Part 14: Menu dialogues, Part 15: Command dialogues, Part 16: Direct manipulation dialogues, Part 17: Form fill-in dialogues) • D. Mayhew: Priniples and guidelines in software user interface design. Prentice, 1992. • C. Gram, G. Cockton (eds.): Design priniples for interactive software. Capman & Hall, 1996. • About usability evaluation methods: • D. Freedman, G. Weinberg: Walkthroughs, Inspections, and technical reviews. Dorset, 1990. • J. Dumas, J. Redish: A practical guide to usability testing. Ablex, 1993. • A. Monk, P. Wright, J. Haber, L. Davenport: Improving your Human-Computer Interface: a practical technique. Prentice Hall, 1993. • ISO 9241 (Part 11: Guidance on usability, Part 13: User guidance) • J. Nielsen, R. Mack (ed.): Usability inspection methods. Wiley, 1994.

More Related