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#Chapter - 7 @HCI (Important Points)

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CHAPTER 7 :

INTERFACE

Command Line Interfaces :


~ Commands such as abbreviations (for instance, ls) typed in at the prompt to which the
system responds (for example, by listing current files)
~ Some are hard wired at keyboard, while others can be assigned to keys
~ Efficient, precise, and fast
~ Large overhead to learning set of commands

~ Form, name types and structure are key research questions


~ Consistency is most important design principle
- For example, always use first letter of command
~ Command interfaces popular for web scripting

Graphical User Interfaces :


~ Xerox Star first WIMP gave rise to GUIs
~ Windows
- Sections of the screen that can be scrolled, stretched, overlapped, opened,
closed, and moved around the screen using the mouse
~ Icons
- Pictograms that represent applications, objects, commands, and tools that
were opened when clicked on
~ Menus
- Lists of options that can be scrolled through and selected
~Pointing device
- A mouse controlling the cursor as a point of entry to the windows, menus, and
icons on the screen
~ Window management
- Enables users to move fluidly between different windows (and monitors)
~ How to switch attention between windows without getting distracted
~ Design principles of spacing, grouping, and simplicity should be used
~ Which terms to use for menu options (for example, “front” versus “bring to front”
~ Mega menus easier to navigate than drop-down ones
~ There is a wealth of resources for creating icons
- Guidelines, style guides, icon builders, libraries, online tutorials
~ Text labels can be used alongside icons to help identification for small icon sets
~ For large icon sets (for instance, photo editing or word processing) can use the hover
function

Multimedia :
~ Combines different media within a single interface with various forms of interactivity
- Graphics, text, video, sound, and animation
~ Users click on links in an image or text
- Another part of the program
- An animation or a video clip is played
- Users can return to where they were or move on to another place
~ Can provide better ways of presenting information than a single media can

~ How to design multimedia to help users explore, keep track of, and integrate the multiple
representations
- Provide hands-on interactivities and simulations that the user has to complete to
solve a task
- Provide quizzes, electronic notebooks, and games
~ Multimedia good for supporting certain activities, such as browsing, but less optimal for
reading at length

Virtual Reality :
~ Computer-generated graphical simulations providing:
- “the illusion of participation in a synthetic environment rather than external
observation of such an environment” (Gigante, 1993)
~ Provide new kinds of experience, enabling users to interact with objects and navigate in
3D space
~ Create highly-engaging user experiences

~ Much research on how to design safe and realistic VRs to facilitate training
- For example, flying simulators
- Help people overcome phobias (for example, spiders or talking in public)
~ Design issues
- How best to navigate through them (for instance, first versus third person)
- How to control interactions and movements (for example, by using head and
body movements)
- How best to interact with information (for instance by using keypads, pointing,
and joystick buttons)
- Level of realism to aim for to engender a sense of presence
Website Design :
~ Early websites were largely text-based, providing hyperlinks
~ Concern was with how best to structure information to enable users to navigate and
access them easily and quickly
~ Nowadays, more emphasis is on making pages distinctive, striking, and aesthetically
pleasing
~ Need to think of how to design information for multiple platforms—keyboard or touch?
- For example, smartphones, tablets, and PCs
~ Many books and guidelines on website design
~ Veen’s (2001) three core questions to consider when designing any website:
1) Where am I?
2) Where can I go?
3) What’s here?
Mobile Interfaces :
~ Handheld devices intended to be used while on the move
~ Have become pervasive, increasingly used in all aspects of everyday and working life
- For example, phones, fitness trackers, and smartwatches
~ Larger-sized tablets used in mobile settings
- Including those used by flight attendants, marketing professionals, and at car
rental returns
~ Mobile interfaces can be cumbersome to use for those with poor manual dexterity or ‘fat’
fingers
~ Key concern is hit area:
- Area on the phone display that the user touches to make something happen,
such as a key, an icon, a button, or an app
- Space needs to be big enough for all fingers to press accurately
- If too small, the user may accidentally press the wrong key
- Fitts’ law can be used to help design right spacing
 Minimum tappable areas should be 44 points x 44 points for all controls
Appliances :
~ Everyday devices in home, public places, or car
- For example, washing machines, remotes, toasters, printers, and navigation
systems)
~ And personal devices
- For instance, digital clock and digital camera
~ Used for short periods
- For example, starting the washing machine, watching a program, buying a ticket,
changing the time, or taking a snapshot
~ Need to be usable with minimal, if any, learning

~ Need to design as transient interfaces with short interactions


~ Simple interfaces
~ Consider trade-off between soft and hard controls
- For example, use of buttons or keys, dials, or scrolling
Voice User Interface :
~ Involves a person talking with a spoken language app, for example, timetable, travel
planner, or phone service
~ Used most for inquiring about specific information, for example, flight times or to perform a
transaction, such as buying a ticket
~ Also used by people with visual impairments
- For example, speech recognition word processors, page scanners, web readers,
and home control systems
~ How to design systems that can keep conversation on track
- Help people navigate efficiently through a menu system
- Enable them to recover easily from errors
- Guide those who are vague or ambiguous in their requests for information or
services
~ Type of voice actor (for example, male, female, neutral, or dialect)
- Do people prefer to listen to and are more patient with a female or male voice, a
northern or southern accent?
Pen-based Devices :
~ Enable people to write, draw, select, and move objects at an interface using light pens or
styluses
- Capitalize on the well-honed drawing skills developed from childhood
~ Digital ink, for example, Anoto, use a combination of ordinary ink pen with digital camera
that digitally records everything written with the pen on special paper

Touchscreen :
~ Provides fluid and direct styles of interaction involving freehand and pen-based gestures
for certain tasks
~ Core design concerns include whether size, orientation, and shape of touch displays effect
collaboration
~ Much faster to scroll through wheels, carousels, and bars of thumbnail images or lists of
options by finger flicking
~ Gestures need to be learned for multi-touch, so a small set of gestures for common
commands is preferable
~ More cumbersome, error-prone, and slower to type using a virtual keyboard on a touch
display than using a physical keyboard
Gesture-based System :
~ Gestures involve moving arms and hands to communicate
~ Uses camera recognition, sensor, and computer vision techniques
- Recognize people’s arm and hand gestures in a room
- Gestures need to be presented sequentially to be understood (compare with the
way sentences are constructed)
~ How does computer recognize and delineate user’s gestures?
- Start and end points?
- Difference between deictic and hand waving
~ How realistic must the mirrored graphical representation of the user be in order for them to
be believable?

Haptic Interfaces :
~ Provide tactile feedback
- By applying vibration and forces to a person’s body, using actuators that are
embedded in their clothing or a device they are carrying, such as a smartphone
~ Vibrotactile feedback can be used to simulate the sense of touch between remote people
who want to communicate
~ Ultrahaptics creates the illusion of touch in midair using ultrasound to make the illusion of
3D shapes

~ Where best to place actuators on body


~ Whether to use single or sequence of ‘touches’
~ When to buzz and how intense
~ How does the wearer feel it in different contexts?
~ What kind of new smartphone/smartwatch apps can use vibrotactile creatively?
- For example, slow tapping to feel like water drops meant to indicate that it is
about to rain, and heavy tapping to indicate a thunderstorm is looming
Multimodal Interfaces :
~ Provide enriched user experiences
- By multiplying how information is experienced and detected using different
modalities, such as touch, sight, sound, and speech
- Support more flexible, efficient, and expressive means of human-computer
interaction
- Most common is speech and vision
~ Can be combined with multi-sensor input to enable other aspects of the human body to be
tracked
- For example, eye gaze, facial expression, and lip movements
- Provides input for customizing user interfaces
~ Need to recognize and analyze user behavior, for example, speech, gesture, handwriting,
or eye gaze
~ Much harder to calibrate these than single modality systems
~ What is gained from combining different input and outputs
~ Is talking and gesturing, as humans do with other humans, a natural way of interacting
with a computer?

Shareable Interfaces :
~ Designed for more than one person to use:
- Provide multiple inputs and sometimes allow simultaneous input by co-located
groups
- Large wall displays where people use their own pens or gestures
- Interactive tabletops where small groups interact with information using their
fingertips
 For example, DiamondTouch, Smart Table, and Surface
~ Core design concerns include whether size, orientation, and shape of the display have an
effect on collaboration
~ Horizontal surfaces compared with vertical ones support more turn-taking and
collaborative working in co-located groups
~ Providing larger-sized tabletops does not improve group working but encourages more
division of labor
~ Having both personal and shared spaces enables groups to work on their own and in a
group
- Cross-device systems have been developed to support seamless switching
between these, for example, SurfaceConstellations
Tangible Interfaces :
~ Type of sensor-based interaction, where physical objects, for example, bricks, are coupled
with digital representations
~ When a person manipulates the physical object/s, it causes a digital effect to occur, for
example, an animation
~ Digital effects can take place in a number of media and places, or they can be embedded
in the physical object

~ What kinds of conceptual frameworks to use to help identify novel and specific features
~ What kind of coupling to use between the physical action and digital effect
- If it is to support learning, then an explicit mapping between action and effect is
critical
- If it is for entertainment, then it can be better to design it to be more implicit and
unexpected
~ What kind of physical artifact to use
- Bricks, cubes, and other component sets are most commonly used because of
flexibility and simplicity
- Stickies and cardboard tokens can also be used for placing material onto a
surface
~ With what kinds of digital outputs should tangible interfaces be combined?
Augmented Reality :
~ Augmented reality: Virtual representations are superimposed on physical devices and
objects
~ Pokémon Go made it a household game
- Used smartphone camera and GPS to place virtual characters onto objects in the
environment as if they really are there
~ Many other applications including medicine, navigation, air traffic control, games, and
everyday exploring

~ What kind of digital augmentation?


- When and where in physical environment?
- Needs to stand out but not distract from ongoing task
- Needs to be able to align with real world objects
- What happens if the AR is slightly off?
~ What kind of device?
- Smartphone, tablet, head up display or other?
Wearables :
~ First developments were head- and eyewear-mounted cameras that enabled user to
record what was seen and to access digital information
~ Since then, jewelry, head-mounted caps, smart fabrics, glasses, shoes, and jackets have
all been used
- Provides the user with a means of interacting with digital information while on the
move
~ Applications include automatic diaries, tour guides, cycle indicators, and fashion clothing

~ Comfort
- Needs to be light, small, not get in the way, fashionable, and preferably hidden in
the clothing
~ Hygiene
- Is it possible to wash or clean the clothing once worn?
~ Ease of wear
- How easy is it to remove the electronic gadgetry and replace it?
~ Usability
- How does the user control the devices that are embedded in the clothing?
Robots :
~ Main types
~ Remote robots used in hazardous settings
- Can be controlled to investigate bombs and other dangerous materials
~ Domestic robots helping around the house
- Can pick up objects and do daily chores like vacuuming
~ Pet robots as human companions
- Have therapeutic qualities, helping to reduce stress and loneliness
~ Sociable robots that work collaboratively with humans
- Encourage social behaviors
~ How do humans react to physical robots designed to exhibit behaviors (for example,
making facial expressions) compared with virtual ones?
~ Should robots be designed to be human-like or look like and behave like robots that serve
a clearly-defined purpose?
~ Should the interaction be designed to enable people to interact with the robot as if it was
another human being or more human-computer-like (for example, pressing buttons to issue
commands)?
~ Is it acceptable to use unmanned drones to take a series of images or videos of fields,
towns, and private property without permission or people knowing what is happening?

Brain-computer Interfaces :
~ Brain-computer interfaces (BCI) provide a communication pathway between a person’s
brain waves and an external device, such as a cursor on a screen
~ Person is trained to concentrate on the task, for example, moving the cursor
~ BCIs work through detecting changes in the neural functioning in the brain
~ BCIs apps:
- Games (for example, Brain Ball)
- Enable people who are paralyzed to control robots
Smart Interfaces :
~ Smart: phones, speakers, watches, cars, buildings, cites
~ Smart refers to having some intelligence and connected to the internet and other devices
~ Context-aware
- Understand what is happening around them and execute appropriate actions, for
example, a Nest thermostat
~ Human-building interaction
- Buildings are designed to sense and act on behalf of the inhabitants but also
allow them to have some control and interaction with the automated systems

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