1 / 43

INTERFACES AND INTERACTIONS

Chapter 6. INTERFACES AND INTERACTIONS. Patrick Hutto Dongjin Kim John Difante Lee Hailey. Introduction. Pre-1990s – efficient and effective interfaces was main goal GUI advances, Internet, cell phones, new technology etc.

studs
Download Presentation

INTERFACES AND INTERACTIONS

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. Chapter 6 INTERFACES ANDINTERACTIONS Patrick Hutto Dongjin Kim John Difante Lee Hailey

  2. 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

  3. 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

  4. 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

  5. 1980s • Focus was to design user-centered applications for the desktop computer • Single “user” working with a screen “interface” • Beginning of WIMP (windows, icons, menus, pointers)

  6. 1990s • WIMP seemed limiting • Non-WIMP interfaces were being experimented with • These factors plus the innovations in technology created a revolution in the industry

  7. 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

  8. Ubiquitous Computing (UbiComp) • 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

  9. New Challenges and Questions • How to enable people to access and interact with information in their work, social and everyday lives, using an assortment of technologies • How to design user experiences for people using interfaces that are part of the environment but where there are no obvious controlling devices • How and in what form to provide contextually relevant 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 objects, is secure and trustworthy

  10. Command Interface • Type in abbreviated commands at a prompt …. System responds • Ex. AutoCAD – still can be powerful interface

  11. 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.

  12. 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

  13. 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

  14. Icons • Represent objects – ie. Folders, trashcan • In applications depict tools – ie. Paintbrush • GUIs are now appealing • Mapping – ie. Trashcan • Recognizable icons • PDAs, cellphones, etc.

  15. 1990s interfaces • Advanced graphical interfaces • Multimedia • Virtual Environments • Visualization • Web-based interfaces • Speech interfaces • Pen / gesture / touch screen interface • Appliance interface

  16. Multi-Media • combines different media within one interface • can be with by the user • assumption • better way of presenting information • easy to learn, understand, more engagement, pleasure • facilitates to multi representation • “heart” in in Multimedia-based encyclopedia • image/diagrams, video clips, audio recordings, text interacted rapid access

  17. “Heart” • The heart is a muscularorgan found in all vertebrates that is responsible for pumping blood throughout the blood vessels by repeated, rhythmic contractions.

  18. Hands-on interactive simulation • Cardiac Tutor • teachingcardiac resuscitation. • BioBLAST • designing a life support system

  19. Multimedia CD-ROM • assumption • learning and playing can be • however…. • more choice, more • need efforts for encouraging interactions enhanced selective

  20. Virtual Reality & Virtual Environment • computer-generated graphical simulations • create “the illusion of participation” (Gignatte) • example: CAVE

  21. Advantages of VRs / VEs • new kind of experience • Virtual Zoo Project

  22. Advantages of VRs / VEs • higher level of with the objects • sense of makes setting convincing • different viewpoints • first-person perspective : DOOM • third-person perspective : Tomb Raider, Second Life fidelity “presence”

  23. Information Visualization • goal • amplifying human cognition • enabling users to see patterns, trends to gain insight • example • 3D interactive map • Tree map

  24. Information Visualization

  25. 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, pleasurable • readily recognizable on their return

  26. 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…

  27. Web-based Interface • how to catch and keep “eyeball” of user • Aftonbladet • flashing ads, banners

  28. Speech interface • speak and listen to an interface • can be used by people with disabilities • call routing • example

  29. 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 language

  30. 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

  31. 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

  32. 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

  33. 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 interface at once in the real world • But these don't exist yet! • Speech Work's Ford SUV interface • Attentive environments • Require extensive calibration

  34. 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

  35. 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 interpret 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 multiple ways. Urp: an application that uses miniature building models to facilitate urban planning. http://www.youtube.com/watch?v=3RAbd_i67oc

  36. Augmented and Mixed Reality Interfaces 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

  37. 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

  38. Wearable Interface

  39. Augmented Reality Interface

  40. 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.

  41. Robotic Interfaces

  42. 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. Interfaces: Multimedia, multimodal, mobile interface, virtual 3D environments, augmented reality, tangible interfaces, robotic interfaces. Applications: Learning, game playing, navigation, purchasing, surfing the internet, connecting with friends, editing a data.

  43. 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.

More Related