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#Chapter - 7 @HCI (Important Points)

Command line interfaces use typed commands while graphical user interfaces (GUIs) use pointing devices like mice to interact with windows, icons, menus, and pointers on screen. Multimedia interfaces combine different media like graphics, text, video and sound for user exploration and integration. Virtual reality uses 3D simulations to create engaging experiences while mobile interfaces must be designed for smaller screens using touch. Voice user interfaces involve speaking with apps for information while gesture systems recognize arm movements to communicate.

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0% found this document useful (0 votes)
95 views8 pages

#Chapter - 7 @HCI (Important Points)

Command line interfaces use typed commands while graphical user interfaces (GUIs) use pointing devices like mice to interact with windows, icons, menus, and pointers on screen. Multimedia interfaces combine different media like graphics, text, video and sound for user exploration and integration. Virtual reality uses 3D simulations to create engaging experiences while mobile interfaces must be designed for smaller screens using touch. Voice user interfaces involve speaking with apps for information while gesture systems recognize arm movements to communicate.

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Izz Hfz
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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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