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Interaction Devices

Explore the transformation of interaction devices from punch cards to smartphones, discussing input methods, keyboard layouts, and pointing devices. Dive into the past, present trends, and the future potential of interaction technologies.

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Interaction Devices

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  1. Interaction Devices Human Computer Interaction CIS 6930/4930

  2. Interaction Performance • 60s vs. Today • Performance • Hz -> GHz • Memory • k -> GB • Storage • k -> TB

  3. Interaction Performance • 60s vs. Today • Input • punch cards -> • Keyboards, Pens, tablets, mobile phones, mice, cameras, web cams • Output • 10 character/sec -> • Megapixel displays, HD capture and display, color laser, surround sound, force feedback, VR • Substantial bandwidth increase!

  4. Interaction Future • Gestural input • Two-handed input • 3D/6D I/O • Glass (1:52) • Others: voice, wearable, whole body, eye trackers, data gloves, haptics, force feedback • Engineering research! • Entire companies created around one single technology • Magic Leap http://virginradiodubai.blob.core.windows.net/images/2014/05/googleglass_660.jpg

  5. Interaction Current trends • Multimodal (using car navigation via buttons or voice) • Helps disabled (especially those with different levels of disability)

  6. Keyboard and Keypads • QWERTY keyboards been around for a long time • (1870s – Christopher Sholes) • Cons: Not easy to learn • Pros: Familiarity • Stats: • Beginners: 1 keystroke per sec • Average office worker: 5 keystrokes (50 wpm) • Experts: 15 keystrokes per sec (150 wpm) • Is it possible to do better?

  7. Keyboard and Keypads • How important is: • Accuracy • Training • Keyboard properties that matter • Size • Adjustability • Reduces RSI, better performance and comfort • Mobile phone keyboards, blackberry devices, etc.

  8. Keyboard and Keypads • How important is: • Accuracy • Training • Keyboard properties that matter • Size • Adjustability • Reduces RSI, better performance and comfort • Mobile phone keyboards, blackberry devices, etc.

  9. Keyboard Layouts • QWERTY • Frequently used pairs far apart • Fewer typewriter jams • Electronic approaches don’t jam.. why use it? • DVOARK (1920s) • 150 wpm->200 wpm • Reducing errors • Takes about one week to switch • Stops most from trying

  10. Keyboard Layouts • ABCDE – style • Easier for non-typists • Studies show no improvement vs. QWERTY • Number pads • What’s in the top row? • Look at phones (slight faster), then look at calculators, keypads • Those for disabled • Split keyboards • KeyBowl’s orbiTouch • Eyetrackers, mice • Dasher - 2d motion with word prediction

  11. Keys • Current keyboards have been extensively tested • Size • Shape • Required force • Spacing • Speed vs. error rates for majority of users • Distinctive click gives audio feedback • Why membrane keyboards are slow (Atari 400?) • Environment hazards might necessitate • Usually speed is not a factor

  12. Keys Guidelines • Special keys should be denoted • State keys (such as caps, etc.) should have easily noted states • Special curves or dots for home keys for touch typists • Inverted T Cursor movement keys are important (though cross is easier for novices)

  13. Keys Guidelines • Auto-repeat feature • Improves performance • But only if repeat is customizable (motor impaired, young, old) • Two thinking points: • Why are home keys fastest to type? • Why are certain keys larger? (Enter, Shift, Space bar) • Another example of Fitt’s Law

  14. Keypads for small devices • PDAs, Cellphones, Game consoles • Fold out keyboards • Virtual keyboard • Cloth keyboards (ElekSen) • Most lack haptic feedback?

  15. Keypads for small devices • Mobile phones • Combine static keys with dynamic soft keys • Multi-tap a key to get to a character • Study: Predictive techniques greatly improve performance • Ex. LetterWise = 20 wpm vs 15 wpm multitap • Draw keyboard on screen and tap w/ pen • Speed: 20 to 30 wpm (Sears ’93) • Swipe • Handwriting recognition (still hard) • Subset: Graffiti2 (uses unistrokes)

  16. Pointing Devices • Direct manipulation needs some pointing device • Factors: • Size of device • Accuracy • Dimensionality • Interaction Tasks: • Select – menu selection, from a list • Position – 1D, 2D, 3D (ex. paint) • Orientation – Control orientation or provide direct 3D orientation input • Path – Multiple poses are recorded • ex. to draw a line • Quantify – control widgets that affect variables • Text – move text

  17. Pointing Devices • Faster w/ less error than keyboard • Two types (Box 9.1) • Direct control – device is on the screen surface (touchscreen, stylus) • Indirect control – mouse, trackball, joystick, touchpad

  18. Direct-control pointing • First device – lightpen • Point to a place on screen and press a button • Pros: • Easy to understand and use • Very fast for some operations (e.g. drawing) • Cons: • Hand gets tired fast! • Hand and pen blocks view of screen • Fragile

  19. Direct-control pointing • Evolved into the touchscreen • Pros: Very robust, no moving parts • Cons: Depending on app, accuracy could be an issue • 1600x1600 res with acoustic wave • Must be careful about software design for selection (land-on strategy). • If you don’t show a cursor of where you are selecting, users get confused • User confidence is improved with a good lift-off strategy • Now combination • Nintendo DS • Samsung Note

  20. Direct-control pointing • Primarily for novice users or large user base • Case study: Disney World • Need to consider those who are: disabled, illiterate, hard of hearing, errors in usage (two touch points), etc.

  21. Indirect-Control Pointing • Pros: • Reduces hand-fatigue • Reduces obscuration problems • Cons: • Increases cognitive load • Spatial ability comes more into play

  22. Indirect-Control Pointing - MOUSE • Pros: • Familiarity • Wide availability • Low cost • Easy to use • Accurate • Cons: • Time to grab mouse • Desk space • Encumbrance (wire), dirt • Long motions aren’t easy or obvious (pick up and replace) • Consider, weight, size, style, # of buttons, force feedback

  23. Indirect-Control Pointing • Trackball • Pros: • Small physical footprint • Good for kiosks • Joystick • Easy to use, lots of buttons • Good for tracking (guide or follow an on screen object) • Does it map well to your app? • Touchpoint • Pressure-sensitive ‘nubbin’ on laptops • Keep fingers on the home position

  24. Indirect-Control Pointing • Touchpad • Laptop mouse device • Lack of moving parts, and low profile • Accuracy potentially low for those with motor disabilities • Graphics Tablet • Comfort • Good for CAD, artists • Limited data entry

  25. Comparing pointing devices • Direct pointing • Study: Faster but less accurate than indirect (Haller ’84) • Lots of studies confirm mouse is best for most tasks for speed and accuracy • Trackpoint < Trackballs & Touchpads < Mouse • Short distances – cursor keys are better (experts use keyboard for movement more) • Disabled prefer joysticks and trackballs • If force application is a problem, then touch sensitive is preferred • Vision impaired have problems with most pointing devices • Use multimodal approach or customizable cursors • Read Vanderheiden ’04 for a case study • Designers should smooth out trajectories • Large targets reduce time and frustration

  26. Example • Five fastest places to click on for a right-handed user?

  27. Example • What affects time?

  28. Fitt’s Law Recreation • .5” • 1” 2”

  29. FITTS’S LAW • Paul Fitts (1954) developed a model of human hand movement • Used to predict time to point at an object • What are the factors to determine the time to point to an object? • D – distance to target • W – size of target • Just from your own experience, is this function linear? • No, since if Target A is D distance and Target B is 2D distance, it doesn’t take twice as long • What about target size? Not linear there either • T = a + b log2(D/W + 1) • http://www.lynda.com/Web-User-Experience-tutorials/Understanding-Fittss-Law/103677/119792-4.html

  30. FITTS’S LAW • T = a + b log2(D/W + 1) • T = mean time • a = time to start/stop in seconds (empirically measured per device) • b = inherent speed of the device (empirically measured per device) [time/bit or ms/bit] • Ex. a = 300 ms, b = 200 ms/bit, D = 14 cm, W = 2 cm • Ans: 300 + 200 log2(14/2 + 1) = 900 ms • Question: If I wanted to half the pointing time (on average), how much do I change the size? • Proven to provide good timings for most age groups • Newer versions taken into account • Direction (we are faster horizontally than vertically) • Device weight • Target shape • Arm position (resting or midair) • 2D and 3D (Zhai ’96)

  31. Examples • T = a + b log2(D/W + 1)

  32. Examples • T = a + b log2(D/W + 1)

  33. Examples

  34. FITTS’S LAW • T = a + b log2(D/W + 1) • T = mean time • a = time to start/stop in seconds (empirically measured per device) • b = inherent speed of the device (empirically measured per device) [time/bit or ms/bit] • First part is device characteristics • Second part is target difficulty

  35. Very Successfully Studied • Applies to • Feet, eye gaze, head mounted sights • Many types of input devices • Physical environments (underwater!) • User populations (even mentally handicapped and drugged) • Drag & Drop and Point & Click • Limitations • Dimensionality • Software accelerated pointer motion • Training • Trajectory Tasks (Accot-Zhai Steering Law is a good predictor and joins Fitt’s Law) • Decision Making (Hick’s Law)

  36. Very Successfully Studied • Results (what does it say about) • Buttons and widget size? • Edges? • Popup vs. pull-down menus • Pie vs. Linear menus • iPhone/web pages (real borders) vs. monitor+mouse (virtual borders) • Interesting readings: • http://particletree.com/features/visualizing-fittss-law/ • http://www.asktog.com/columns/022DesignedToGiveFitts.html • http://www.yorku.ca/mack/GI92.html • Using Fitt’s Law to slow people down

  37. Precision Pointing Movement Time • Study: Sears and Shneiderman ’91 • Broke down task into gross and fine components for small targets • Precision Point Mean Time = a + b log2(D/W+1) + c log2(d/W) • c – speed for short distance movement • d – minor distance • Notice how the overall time changes with a smaller target. • Other factors • Age (Pg. 369) • Research: How can we design devices that produce smaller constants for the predictive equation • Two handed • Zooming

  38. Affordance • Quality of an object, or an environment, that allows an individual to perform an action. • Gibson (’77) – perceived action possibilities • Norman – The Design of Everyday Things

  39. Affordance Examples

  40. Affordance Examples

  41. Affordance Examples https://jbs2010.wordpress.com/2010/06/23/affordances-making-things-visible/

  42. For your project • Look at the interface • What will people assume they can do with it? Write it down.

  43. Tradeoff for new interfaces • Consider a military training simulator • How would you allow a user to user a gun in the simulator? Standard Device Low Affordance Low Cost High Reusability Engineered Device High Affordance High Cost Low Reusability

  44. Novel Devices • Themes: • Make device more diverse • Users • Task • Improve match between task and device • Improve affordance • Refine input • Feedback strategies • Foot controls • Already used in music where hands might be busy • Cars • Foot mouse was twice as slow as hand mouse • Could specify ‘modes’ • Xk-a-75-r pedal switch

  45. Novel Devices • Eye-tracking • Either worn by user or in the environment (e.g. Tobii) • Accuracy .4 degrees • Selections are by constant stare for 200-600 ms • How do you distinguish w/ a selection and a gaze? • video games, studying user behavior (1:41), design evaluation (pause 0:24) • Multiple degree of freedom devices • Logitech Spaceball and SpaceMouse • Ascension Bird • Polhemus Liberty and IsoTrack

  46. Novel Devices • Boom Chameleon • Pros: Natural, good spatial understanding • Cons: limited applications, hard to interact (very passive). Not in production • Large simulators • DataGlove • Pinch glove • Gesture recognition • American Sign Language • Music • Pros: Natural • Cons: Size, hygiene, accuracy, durability

  47. Novel Devices • Haptic Feedback • Why is resistance useful? • SensAble Technology’s Phantom, Novint Falcon • Cons: limited applications, computational complex (1 kHz update rate) • Sound and vibration can be a good approximation • Rumble pack • Two-Handed input • Different hands have different precision • Myron Kruger – novel user participation in art (Lots of exhibit art at siggraph)

  48. Ubiquitous Computing and Tangible User Interfaces • Interacting with physical objects • https://www.youtube.com/watch?v=Rik8Z_TaxDw • Which sensors could you use? • Elderly, disabled • Research: Smart House http://www.linuxjournal.com/files/linuxjournal.com/linuxjournal/articles/030/3047/3047f2.png

  49. Novel Devices • Paper/Whiteboards • Video capture of annotations • Record notes (special tracked pens Logitech digital pen) • Handheld Devices • Smartphones/PDA • Universal remote • Help disabled • Read LCD screens • Rooms in building • Maps • Interesting body-context-sensitive. • Ex. hold phone by ear = phone call answer.

  50. Novel Devices • Miscellaneous • Shapetape – reports 3D shape. • Tracks limbs

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