September 26 2016 LECTURE 6, INTERACTION STYLES Human Computer Interaction 2016, fjv 1 Recapitulation Lecture #5 • Computer elements – Interaction devices – Focus on input • Paradigms , Shifts – From Batch – To Ubiquitous • Interaction models – Norman – Abowd & Beale Human Computer Interaction 2016, fjv 2 Abowd & Beale vs. Norman • Norman 7 stages: – Helps understanding interaction • Abowd & Beale: – Translation between languages 3 – (user-input-core-output) S core – 4 translations 2 • Articulation (1), Performance (2) Presentation (3), Observation (4) O output 4 U task I 1 input Simple: Virtual Reality, articulaton is direct Complex: Control panels, e.g. Lecture Room lighting Human Computer Interaction 2016, fjv 3 Example Haptic IO Human Computer Interaction 4 2016, fjv Example Haptic IO Human Computer Interaction 2016, fjv 5 Focus on Haptic Feedback • Epidural Simulator from Yantric • Haptic IO-device mounted in mannequin • Interfaced with 3D models – Feedback – Visibility – Mental model (building of) • Mental model is built from the combination of haptic force feedback and 3D visualization • Metaphore is very direct, i.e. a patient Human Computer Interaction 2016, fjv 6 Metaphors • The book metaphor – Strength and weakness • The desktop metaphor – History and examples • The internet metaphor – Strength and weakness • The spatial metaphor – In development, examples • The social metaphor – In development, example Human Computer Interaction 2016, fjv 7 Internet Metaphor • Creating metaphor has come “after the fact” – – – – Internet is a phone Internet is a highway Internet is surfing Internet is a meadow - browsing • Good interface Metaphors can not be applied to preexisting technologies • So, Start with a good Metaphor from the beginning • Email: – Transition of “mail” – Has an address – Send, Received, Forwarded, Redirected Human Computer Interaction 2016, fjv 8 Spatial Metaphor • Humans are adapted to 3D space – Spatial metaphor results in natural interaction • Access functionality by acting in realistic space – The normal desktop (2.5D) – Gaming (3D virtual world: e.g. Quake, 2nd life) • Issue in information organization – Virtual space same problems a Real Space • Use related problems in improvement of technology Human Computer Interaction 2016, fjv 9 Beyond the desktop … Robertson, G. et al. "The Task Gallery: A 3D Window Manager." In Proceedings of CHI 2000 Human Computer Interaction 2016, fjv 10 3D interactions … Introduction of new metaphor's gallery, rooms, palette (maze) Human Computer Interaction 2016, fjv 11 3D Navigation How well is the mapping of the keyboard realized? A modern approach to space navigation Human Computer Interaction 2016, fjv 12 Spatial Metaphors … • 3D interaction in the (G)UI is often thought about and implementations are now finding their way to applications and users. • Jared White: ” A real 3D interface may be many years from fruition, but use of computers will be unnecessarily restricted in both cognitive and functional sense, and also in the social sense as long as we are living in a flat, two-dimensional virtual world.” , August 2004, adapted by fjv. Human Computer Interaction 2016, fjv 13 3D Interaction & Spatial Metaphor • Win3D, ClockWise – Microsoft Windows desktop – 1999 – 2003. See examples • Looking Glass Project, SUN Microsystems – Linux and Solaris desktop – 2004 …, See examples • Croquet Project – What if .., desktop independent Open Source – 2004 …, Cf. groupware Human Computer Interaction 2016, fjv 14 Modernized 3D desktop Metaphor • Simplex – – – – – Continuously updated Office zone Multi-media zone Games zone • Kids World – Play – No learning curve – Fun • Not immersive Human Computer Interaction 2016, fjv 15 Human Computer Interaction 2016, fjv 16 Human Computer Interaction 2016, fjv 17 Human Computer Interaction 2016, fjv 18 Human Computer Interaction 2016, fjv 19 3D DeskTop Project • Looking Glass • Translucent windows! – See what you are doing where – Building-Rooms paradigm • Interact with 3D objects – Multi media driven – Object~Action mental model – Modern approach to objects … • See also MacOS-X interface Human Computer Interaction 2016, fjv 20 Human Computer Interaction 2016, fjv 21 Human Computer Interaction 2016, fjv 22 Human Computer Interaction 2016, fjv 23 Human Computer Interaction 2016, fjv 24 3D Interfaces … Human Computer Interaction 2016, fjv 25 3D Interfaces … Human Computer Interaction 2016, fjv 26 Other Spatial interactions ... Make interactive objects physical ... Human Computer Interaction 2016, fjv 27 Spatial (3D) Interaction • Increasingly present in a lot of interfaces – iTunes – iPod – 3D and pseudo 3D interaction • Interaction with objects. – – – – Wii Leap Motion Kinect Myo • Hypertext suggest spatial relations • Relates to basic HCI metaphores Human Computer Interaction 2016, fjv 28 Social Metaphor • Modeling interface to rules and forms of social behavior – Related to spatial metaphor (environment) • No concrete object/concept – Not functionality but Style/Form – Social agents • Social Interaction is often collaborative – Human – Human Human Artificial agents • Public virtual spaces, or Digital Hangout • Relates to basic HCI metaphores Human Computer Interaction 2016, fjv 29 Social Metaphor 2nd life, a gathering of avatars – a gathering of identities Human Computer Interaction 2016, fjv 30 Mismatched Metaphors (1) From the Hall of Shame • The use of the trashcan to eject the floppy disk…? • The trashcan on the desktop … ? Human Computer Interaction 2016, fjv 31 Mismatched Metaphors (2) From the Hall of Shame • VCR buttons to control a printer …? Human Computer Interaction 2016, fjv 32 Basic Level HCI Metaphores • Direct Manipulation Metaphore: – DATA are Physical OBJECTS • Navigation Metaphore – DATA is in SPACE – Distances have a meaning. • Human Interaction Metaphore: – COMPUTERS are PEOPLE – Connect with People through Computer networks Human Computer Interaction 2016, fjv 33 The Metaphor for the iPad ? • What is your metaphor for your iPad? – My metaphor is brain (external) – My tablet metaphor would be like Jamie's Torch. – Left it in office once, I was bereft, daughter said its like I'd left her there! – Mobile shopper ;-) – Definitely "life partner" ;-) – A scrapbook – It’s my “daily computer.” Once or twice a week I’ll unsheath the MacBook Air for something specific – Mine would be a window into the world or a bridge to communicate with others via social networks Human Computer Interaction 2016, fjv 34 Users & Designers Metaphors Graphics Icons Language Documentation Tutorials Human Computer Interaction 2016, fjv 35 Features of Systems Image • Familiar to users (see lecture 4) – Matches way they think about domain – Preferably based on a concrete metaphor – Coherent • • • • • Supports learning by exploration Hides system model (transparency) Reflects current status - changes are notified Supports retention (memorability) Reduces need for training Human Computer Interaction 2016, fjv 36 Therefore … • Sloan’s Law: The changes in new designs have to be dramatically attractive so that unease about the former design will develop … • This law is about a developing a satisfying Systems Image! Human Computer Interaction 2016, fjv 37 Paradigm Shifts … Human Computer Interaction 2016, fjv 38 Yet another Paradigm ... The Internet of Things (IoT) Human Computer Interaction 2016, fjv 39 Internet of Things • “A Thing” connects to Internet • “A Thing” participates with tasks • Intelligent environment. Consequence of Ubiqutous / Cloud Computing • Calls for new way of design – Service Design – What are the HCI aspects to address – Debate. Human Computer Interaction 2016, fjv 40 Design for IoT • Key Characteristics (..., to develop an idea) – Intelligence, Hardware/Software – Connectivity, Wifi, Accessibility, Compatibility – Sensing, Experience awareness – Expressing, Interaction of Thing with Human – Energy, Power efficiency and sustainability – Safety, Person, personal data, physical well-being • Sevice Design is a manner to solve complexity of connecting with multiple “things” all in a different way Human Computer Interaction 2016, fjv 41 The IoT in the living room ... Human Computer Interaction 2016, fjv 42 IoT, HCI design considerations • • • • • • • Rule #1 – Notify Users of Significant Changes Rule #2 – Be Thorough with Vulnerability Reports Rule #3 – Give Humans Veto Power Rule #4 – Provide Method for Prompt and Easy Updates Rule #5 – Provide a Method for Audit Logging Rule #6 – Authenticate Input Rule #7 – Have an Exit Plan These issues are (2016) being considered important to arrange in order to have a successfull, safe and stable IoT. Most of them are user related. Human Computer Interaction 2016, fjv 43 INTERACTION STYLES Human Computer Interaction 2016, fjv 44 Interaction Techniques • An interaction technique is a way of using a physical input device to perform a generic task in a human-computer dialogue. Foley et al. [1990] technical definition : • An interaction technique is a way to carry out an interactive task. It is defined in the binding, sequencing, and functional levels, and it is based on using a set of input and output devices or technologies. Human Computer Interaction 2016, fjv 45 Five Primary Interaction Styles Ben Shneiderman 1998 • Direct manipulation • Menu selection • Form filling • Command language • Natural language – These are all in response to the baseline of command languages – All types not appropriate for all tasks – Often useful to blend interactions styles in one UI • We restrict to standard interaction (on a desktop) Human Computer Interaction 2016, fjv 46 Interaction Styles & Categories • Describe form of communication between user and computer • Linguistic styles – Command line – (natural) Speech • Key-Modal styles – – – – Function keys Q & A interaction Menu driven Form Fill-in • Direct manipulation – GUI – Forms (Form Fill-in) Human Computer Interaction 2016, fjv 47 Command Language • Oldest style of interaction • Instructions are expressed to computer directly • Parsing or Direct Execution • Communication purely textual • Options: • • • • • Single characters Whole words Abbreviations (e.g. cd, ftp) Function keys Combinations of the above Human Computer Interaction 2016, fjv 48 Example Command Language CLI: command line interface Human Computer Interaction 2016, fjv 49 Example Command Line Interface (CLI) cat, ls, clear, ctrl-d, > ; there is lot to know to make this work ... Human Computer Interaction 2016, fjv 50 Example Command Line Interface Human Computer Interaction 2016, fjv 51 Issues in Command Language • Issues: – # of keystrokes required to complete command – burden on (operator) memory • Main characteristics: – grammar required • limited set of commands • subset of natural language • syntax often of form “action - object” Human Computer Interaction 2016, fjv 52 Guidelines Command Language • Meaningful commands & command names – based on task analysis • • • • Meaningful command use consistent abbreviations Use consistent CL format (syntax) Follow ‘de facto’ standards Provide way to execute sets of commands – batch processes, Pipelines • Provide online help, feedback, undo, replay, etc • Redundancy is okay (provides customizability) • Use extra options to alter behavior slightly – reduce memory load – e.g unix -r option for 10 commands (11 instead of 20) • Human Computer Interaction 2016, fjv 53 Command Language From literature: Advantages • • • • Disadvantages flexible appeals to “power” users allows user initiative allows convenient creation of macros • cheap • low visibility • requires substantial training and memorization • not useful for “novice” users • poor error handling (relative) Human Computer Interaction 2016, fjv 54 Text-based Natural Language • Alan Turing: Turing Test – No difference experienced human/computer • HEX: Chatterbot Relevant characteristics – Convenience (familiar words) – Expressive power (combinations) – Ambiguity • “The house was built by the river by the local council” – Context • Cleaning lady earns € 250, Managing director € 250(.000,-) Human Computer Interaction 2016, fjv 55 Human Computer 56 Interaction 2016, fjv Natural Language LUIs • Continuous speech recognition (CSR) • Natural language understanding – common already – often narrow in focus (specialized) • Query languages almost natural language – grammar limited Human Computer Interaction 2016, fjv 57 Voice Output • Has to do with Computer-Human Interaction Synthesis of voice • BT – VODIS: Voice Operated Database Inquiry System • KPN Telecom – DIAL 118 phone number request – Computer operated answer • Sound-Devices/Cards have Speech Synthesis – Time indication system – Read aloud • New interfaces use sound/voice for instruction Human Computer Interaction 2016, fjv 58 Example Voice Synthesis (in) Human Computer Interaction 2016, fjv 59 Example Voice Synthesis (in) Human Computer Interaction 2016, fjv 60 Example Voice Synthesis (out) Human Computer Interaction 2016, fjv 61 Example Voice Synthesis (out) Human Computer Interaction 2016, fjv 62 Example Voice Synthesis (out) Human Computer Interaction 2016, fjv 63 Natural Language From literature: Advantages Disadvantages • natural to specify (no need to learn syntax) • less intimidating for novices • can not be applied generally yet • requires clarification dialog • may require more keystrokes (unless spoken) • unpredictable results • Recently, progress ! • Fits mobile devices Human Computer Interaction 2016, fjv 64 Key-Modal Styles • Require Input by user/operator • Question and Answer • Function key interaction • Menus Human Computer Interaction 2016, fjv 65 Function-Key Interaction Function keys: • Term covers use of number of special input devices used for interaction with a machine e.g. – – – – numeric keypads credit card readers (bank-card reader, how many F-keys?) car park barrier operators cash machines, etc. • Strict sequence of operations • Not much training required • Useful in public places Human Computer Interaction 2016, fjv 66 Example Function-Key UI Human Computer Interaction 2016, fjv 67 Question and Answer Interaction • • • • (1) system prompts user, (2) user types answer Often text-based Questions asked one at a time Suitable where short data entry required – e.g. wizards, installation software • Limited variation in sequence – some branching possible • • • • Little training needed Limited support for correcting errors Slow in use (depending on user) Control is not with the user Human Computer Interaction 2016, fjv 68 Form Fill-in • Includes spreadsheets • Designed for clerical workers with little experience • Interfaces mimic paper forms (metaphor) • Navigation: designed to move insertion point without looking at screen • Structured way of gathering info • Should be possible to go back • If transcription: make screen resemble paper Human Computer Interaction 2016, fjv 69 Form Fill-in From literature: Advantages Disadvantages • simplifies data entry • requires modest training • convenient assistance (recognition vs. recall) • allows for formmanagement tools • consumes screen space • context and application dependent • uses menu style for parameter fill-in Human Computer Interaction 2016, fjv 70 Menu Style Interaction • Covers toolbars, palettes, text-based menus, etc. • Selection possible in multiple ways – pointing – typing letter or number – shortcuts instead of pointing Human Computer Interaction 2016, fjv 71 Characteristics of Menus • Offer only those actions that make sense in the current situation (e.g. grey out others) • Use based on recognition not remembering • Item names and icon must be carefully chosen • Not suitable for complex actions – e.g. commands with many operands – copying a set of files from one disk to another • Can be cumbersome way accessing info – e.g. if wading through a number of submenus is required • Menu may take up screen space, solution: – pull-down, pop-up, radial, fish-eye Human Computer Interaction 2016, fjv 72 Styles of Menus • There are many variations – – – – – – – pull-down & pop-up command cascading menus iconic menus tree-structured menus (site maps) pie-menus (pop-up radial) multiple-column menus (common on WWW) • Lots of studies have been done – – – – how many items/to what depth dynamically rearranging content according to frequency of use role of stable position within a pull-down menu titling (where is the title placed) Human Computer Interaction 2016, fjv 73 User Feedback with Menus • Well-designed menu incorporates feedback • What options are available? (greyed out) • Visual information – – – – – – highlighting current item underlining accelerator keys ‘ticks’ in front of selected options (sound feedback) ‘walk-through’ arrows indicating submenus dots ‘...’ showing that selection refers to further dialogue separator lines to group • Feedback on end of selection process (visibility) – the appropriate action has occurred Human Computer Interaction 2016, fjv 74 Example Menu Style • What options are available? • ImageJ: java based image processing Human Computer Interaction 2016, fjv 75 Issues on Single Menu Panel • Meaningful item name • Top-level panels of menus most error prone • It should be easy to go back – Undo function is useful (incorporated ?) • IF undo not possible THEN do not place item at of menu-top OR near frequently used options • Critical actions – do not use accelerator keys • Try out menus with real users Human Computer Interaction 2016, fjv 76 Examples Menus (i) Human Computer Interaction 2016, fjv 77 Examples Menus (ii) • To see updates from friends, photos and feeds, the Zumobi Ziibii interface (http://www.zumobi.com) allows users to choose between two styles of presentation. • On the left is a static list of text/image items with a gestural swipe used to control paging, and on the right is a dynamic scrolling ticker (called “River”) which horizontally scrolls titles and images across the screen. Remark: Newer interaction modes are probed with Menu-structures. Human Computer Interaction 2016, fjv 78 Organizing a Single Menu Panel • No ‘right’ number of items – certainly not 7 ± 2 • Grouping strategy should be applied – categorical – conventional – frequency of use – importance – sequence of use – alphabetical (if all other fails...) • FishEye menu style (cf. direct manipulation) Human Computer Interaction 2016, fjv 79 Menu Style :Topics of Concern 1. Naming of items on option list 2. Depth vs. breadth 3. Categorization 4. Time to selection, cf. Fitt’s law: T = k log2 (D/S+0.5) T = time to move hand to target k 100ms, D = distance, S = size of target • How would this work for newer interactions ? Human Computer Interaction 2016, fjv 80 Menu Selection From literature: Advantages • • • • Disadvantages reduces learning time reduces keystrokes structures decision making easy to support error handling • too many menus for complex tasks • can be slow for frequent users • consumes screen space • requires rapid display rate Human Computer Interaction 2016, fjv 81 Direct Manipulation • Windows, Icons, Menus, Pointers, aka WIMP, Forms, (other objects) • Objects can be acted upon directly by user with a pointing device • Choice of forms and icons important – a. match: designer’s representation - user’s understanding – b. choice of metaphors – c. explicit attention to ways in which instantiated and ‘real’ objects differ – d. cultural bias of representation Human Computer Interaction 2016, fjv 82 Archetypal Direct Manipulation Human Computer Interaction 2016, fjv 83 Menus in Direct manipulation Menu Bar (top of screen) menu drags down • pull-down menu - mouse hold and drag down menu • drop-down menu - mouse click reveals menu • fall-down menus Contextual menu appears where you are • pop-up menus - actions for selected object • pie menus - arranged in a circle • compass menus 84 Direct-Manipulation Systems: WYSIWYG word processing Human Computer Interaction 2016, fjv 85 Example Direct Manipulation Human Computer Interaction 2016, fjv 86 Example Fish-Eye menus See paper hci.liacs.nl Human Computer Interaction 2016, fjv 87 Example Fish-Eye Menus Human Computer Interaction 2016, fjv 88 Review #6 • Interaction Styles – Command Line – Natural Language – Speech – Key-Modal – Menus – Form fill-in – Direct Manipulation • Hybrid Styles – Lecture 7 Human Computer Interaction 2016, fjv 89
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