SlideShare a Scribd company logo
Interfaces for
Ubiquitous Computing
  By Swati A. Sonawane
       M.E. (SSA)
INDEX
                                      Classes of                          Interface
                    Interaction                           Input
Introduction                             User                             Usability   Conclusions
                      Design                           Technologies
                                      Interface                            Metrics

  From Graphical
                      User-Centered    Tangible User
  User Interfaces                                         Sensor Input
                         Design          Interface
  to Context Data


   Rules for UUI                        Surface User
                     Systems Design                       Gesture Input
      Design                              Interface



                                       Ambient User
                      Genius Design                       Speech Input
                                        Interfaces
Introduction
               •   User Interfaces
Introduction
                    –   Point of Contact Between Computer System and Human
                    –   Both in terms of Input and Output
Interaction         –   Input : Keyboard, Mouse, Touch Screen, Digital Camera etc.
  Design
                    –   Output : CRT/LCD/LED Displays, Projector etc.
 Classes of
    User
 Interface

   Input
Technologies
               •   Ubicomp Computation
 Interface          –   Computation EveryWhere
 Usability          –   Interfaces to Ubicomp Systems must reside in periphery of our user’s attention and should
  Metrics               remain unnoticed until required.
                    –   a ubicomp system is made up of subsystems and we must design for the experience not the
Conclusions             individual subsystem
GUI To Context Data
               •   Graphical User Interface (GUI)
Introduction
                    –   Current GUI is built considering keyboard, Screen, Mouse devices
                    –   GUI offers intuitive Windows, Icons, Menus, Pointer rather command line
Interaction         –   Inputs from keyboards, mouse,
  Design
                    –   Image shows Ubuntu 3D Desktop Using Compviz
 Classes of
    User
 Interface
               •   Ubicomp User Interface (UUI)
   Input            –   Must Consider Broader Range of Inputs
Technologies        –   Like human motion, activity, preference
                        and action desired.
 Interface
 Usability          –   Must understand Context of action.
  Metrics


Conclusions
Rules for UUI Design
Introduction
               1. Bliss                                6. Modelessness
                                ( easy to learn )                  ( Avoid Modes)
Interaction
  Design
               2. Distraction                          7. Fear of Interaction
 Classes of                 ( don’t need                             ( easy ways to undo )
    User       concentration )
 Interface
               3. Cognitive Flow                       8. Notifications
   Input                      ( access every where )                 ( display feedback )
Technologies

 Interface     4. Manuals                              9. Calming
 Usability                      (should not needed )                  ( human inputs and senses)
  Metrics

               5. Transparency                         10. Defaults
Conclusions
                             ( context aware )                        ( reuse user inputs)
Interaction Design
Introduction
               •   Interaction Design
                    –   Interaction Design is discipline of defining the expected behavior of products and systems
                        that a user can interact with
Interaction         –   UUI design is field of Interaction design
  Design

 Classes of    •   Interaction Design Depends
    User
 Interface          –   Complexity of proposed system
                    –   Its novelty
   Input            –   Degree of stability or ubiquity
Technologies
                    –   And Its COST
 Interface
 Usability     •   Design Methodologies for Ubicomp
  Metrics
                    –   User-Centered Design (UCD)
                    –   Systems Design
Conclusions
                    –   Genius Design
User-Centered Design
Introduction
               •   User-Centered Design
                    –   Focuses on USER’s Need, Problems, and Goals
                    –   User is involved at every stage of process
Interaction
                    –   User needs to ensure system works correctly
  Design
                    –   UCD plays important role in Ubicomp research and Development
 Classes of
    User
 Interface     •   Disadvantages
                    –   Evolving stated Vs Actual need
   Input            –   Technological Shifts
Technologies        –   Simply involving wrong set or type of user in process
                    –   It does not consider interaction between two systems
 Interface
 Usability
  Metrics


Conclusions
System Design and Genius Design
Introduction
               •   System Design
                    –   is a systematic and compositional approach to development, based on the combination of
                        components to realize a solution in essence the development of a system of systems
Interaction         –   Ubicomp System is typically of many systems social system (people), devices, applications,
  Design                computational artifects, sensors, actuators, and services
                    –   Unlike Desktop or Web application software development Systems Design Must be Context
 Classes of
    User                aware and act accordingly
 Interface          –   A systems design approach forces a designer to consider the entire environment in which
                        the ubicomp system will be realized and not just one component of it.
   Input
Technologies

 Interface     •   Genius Design
 Usability          –   the process of exclusively relying on the wisdom and experience of the designer to make all
  Metrics               the design decisions.
                    –   Designer Don’t take input from users to design system , uses own experience
Conclusions         –   Most of Apple Products Like iPhone, iPad etc designed using this approach.
Classes of User Interfaces
Introduction
               •   Interface represents the point of contact between a computer system and a
                   human, both in terms of input to the system and output from the system
Interaction    •   In Classical Human-computer Interface texts have six classes
  Design            –   command language, ( hard to remember and learn )
                    –   natural language,
 Classes of         –   Menu selection, ( may lead to complex menu hierarchies, telephone menus)
    User
 Interface          –   form filling, ( limited to only Data-Collection type applications)
                    –   direct manipulation, and
   Input            –   anthropomorphic interfaces
Technologies
               •   GUI is considered to be dominant user interfaces
 Interface          –   But Keyboard, Mouse, screen attached to every devices can not be the future.
 Usability
  Metrics


Conclusions
Classes of User Interfaces
Introduction
               •   Presence of Input Technologies which do not cleanly fit into any of these
                   Six classes, because they rely on new devices
Interaction
  Design       •   Examples include body movement in the form of gesture, speech, ambient
 Classes of
                   feedback, surface interaction, and augmented reality (AR)
    User
 Interface
               •   New Classes of interfaces
   Input            –   Tangible User Interface
Technologies        –   Surface User Interface
                    –   Ambient User Interface
 Interface
 Usability
  Metrics


Conclusions
Tangible Interfaces
Introduction
               •   Earlier Known as Graspable User Interface


Interaction    •   User interacts with digital information through physical environment
  Design

 Classes of    •   Characteristics of tangible user interfaces
    User
 Interface          – Physical representations are computationally coupled to underlying digital
                      information.
   Input            – Physical representations embody mechanisms for interactive control.
Technologies        – Physical representations are perceptually coupled to actively mediated digital
                      representations.
 Interface
 Usability          – Physical state of tangibles embodies key aspects of the digital state of a system.
  Metrics


Conclusions
Tangible Interfaces
Introduction
               •   Earlier Know as Graspable User Interface
               •   Unlike a GUI, which presents manipulable elements virtually onscreen, a
Interaction        Tangible User Interface (TUI) integrates both representation and control of
  Design           computation into physical artifacts.
 Classes of
               •   User interacts with digital information through physical environment
    User
 Interface
               •   Characteristics of tangible user interfaces
   Input            – Physical representations are computationally coupled to underlying digital
Technologies          information.
                    – Physical representations embody mechanisms for interactive control.
 Interface
 Usability          – Physical state of tangibles embodies key aspects of the digital state of a system.
  Metrics


Conclusions
Examples of TUI
               •   Tangible Disaster Simulation System
Introduction
               •   A collaborative tool for planning disaster
Interaction
                   measures based on disaster simulation
  Design           and evacuation simulation using Geographic
                   Information Systems (GIS).
 Classes of
    User       •   Built on the Sense-Table platform
 Interface
               •   This system simulates and visualizes the
   Input           disaster and the evacuation of people
Technologies       to shelters, under any conditions inputted
 Interface          by users
 Usability     •   Multiple user Input
  Metrics
               •   input parameters such as the scale of
Conclusions        disasters (ex. Tsunami, earthquake, and fire) and the capacity of a shelter
                   on a projected map
Examples of TUI
Introduction
               •   SandScape
               •   a tangible interface for designing and
Interaction        understanding landscapes through a
  Design
                   variety of computational simulations
 Classes of        using sand.
    User
 Interface     •   Users view these simulations as they
                   are projected on the surface of a sand
   Input
Technologies       model that represents the terrain.
               •   The users can choose from a variety of different simulations that highlight
 Interface
 Usability         either the height, slope, contours, shadows, drainage or aspect of the
  Metrics          landscape model.

Conclusions
Surface User Interfaces (SUI)
Introduction
               •   An SUI is a class of user interface that relies on a self-illuminated [e.g.,
                   liquid crystal display (LCD)] or projected horizontal, vertical, or spherical
                   interactive surface
Interaction
  Design       •   coupled with control of computation into the same physical surface (e.g., a
                   touchscreen).
 Classes of
    User       •   The outputs and inputs to an SUI are tightly coupled.
 Interface
               •   They rely on computational techniques
   Input            –   including computer vision
Technologies        –   capacitive and surface acoustic wave detection, to determine user input to the system.

 Interface
               •   They are often used in public places (kiosks, ATMs) or small personal
 Usability         devices (PDA, iPhone) where a separate keyboard and mouse cannot or
  Metrics          should not be used.
               •   It can Scale from Touch Screen of phone to Huge Screen for store locator in
Conclusions
                   Mall or Shopping place
Examples of SUI
               •   Microsoft Surface
Introduction
               •   responds to natural hand
                   gestures and real world objects.
Interaction
  Design       •   The surface is capable of
                    –   object recognition,
 Classes of         –   object/finger orientation recognition
    User            –   and tracking, and is
 Interface          –   multi-touch and is multi-user.

   Input
Technologies

 Interface
 Usability
  Metrics


Conclusions
Examples of SUI
               •   Mobile Phone Touch Screen
Introduction
               •   is an electronic visual display that can
                   detect the presence and location
Interaction
  Design           of a touch within the display area.

 Classes of
    User
 Interface

   Input
Technologies

 Interface
 Usability                                        ATM TouchScreens
  Metrics


Conclusions
Ambient User Interfaces (AUI)
Introduction
               •   Ambient User Interfaces ( AUI ) are very comfortable to user, negligible user
                   involvement
Interaction    •   Ambient information displays or outputs are intended to be “ignorable” or
  Design           “glanceable,” allowing users to perceive the information presented in the
                   periphery of their attention, but also to be bring this information (e.g.,
 Classes of
    User           social reminders on facebook ) into focus as required.
 Interface     •   AUI is a class of user interface where the output elements reside in the
   Input
                   periphery of a user’s awareness, moving to the center of attention only
Technologies       when appropriate and desirable, and the inputs come from nonintrusive
                   sensing or inference from other actions
 Interface
 Usability     •   Fully realized AUIs as defined are not yet commonplace in our daily lives.
  Metrics


Conclusions
Examples of AUI
               •   Power Aware Cords
Introduction
               •   Currency Data Fountain
               •   Ambient Umbrella
Interaction
  Design

 Classes of
    User
 Interface

   Input
Technologies

 Interface
 Usability
  Metrics


Conclusions
Input Technologies
               •   A UUI relies on a broader range of inputs and outputs from the system than the classical
Introduction       GUI, TUI, or even an SUI.
               •   Examples of these inputs include
                    –   physiological measurements,
Interaction
                    –   location,
  Design            –   identity,
                    –   video, audio, gesture, and
 Classes of         –   touch.
    User       •   In addition,
 Interface          –   environmental sensors,
                    –   personal/embedded sensors, data
   Input            –   mining, historical data, inference, and preferences can all act as inputs to a Ubicomp System
Technologies •     Output examples
                    –   Ambient displays, environmental updates, actuators, automated actions and personalized
 Interface          –   behaviors, and multiple audio/video channels.
 Usability
                    –   Such outputs are all reliant on our senses including sight, taste, smell, touch, hearing, and balance
  Metrics
               •   some user actions will be interpreted via the UUI as an input to the system without the
                   user being explicitly aware of it. Likewise, the UUI can provide outputs that are only
Conclusions        intended for the periphery of the user’s attention (Example Room temparature can be set
                   depending on presence of person, current temp. etc)
Input Technologies
               •   Here We focus on Three Categories of Input Technologies
Introduction
               •   Sensor Input
               •   Gesture Input
Interaction
  Design       •   Speech Input

 Classes of
    User
 Interface

   Input
Technologies

 Interface
 Usability
  Metrics


Conclusions
Sensor Input
               •   A sensor is a device that can measure a physical property from the environment.
Introduction
               •   Sensors can reside in the environment or on the body
               •   Environmental Sensors to monitor (Mobile Sensors)
Interaction
                    –   Traffic
  Design
                    –   Air Quality
 Classes of         –   Water Quality
    User            –   Light pollution
 Interface          –   Temperature
               •   Physiological Sensors
   Input            –   Used to collect measurement about a person they are attached to
Technologies
                    –   Like heart rate , body temperature
                    –   Blood oxygen level sensor ( Ring Sensor )
 Interface
 Usability     •   Ubicomp System uses these sensed data all together to function correctly
  Metrics


Conclusions
Gesture Input
               •   A gesture is the movement of a part of the body to express an idea of meaning.
Introduction
               •   Typical gestures such as pointing, waving, or nodding are formed with the hand or
                   the head as appropriate
Interaction
  Design       •   gesture recognition is the process of interpreting human gestures using various
                   inputs and computational processing
 Classes of    •   Gesture Sensing Devices
    User            –   3D DEPTH’] SENSORS
 Interface
                    –   CAMERAS
                    –   RFIDs
   Input
Technologies
               •   Examples
 Interface          –   Microsoft Kinect
 Usability          –   Animation Creation
  Metrics


Conclusions
Speech Input
               •   Speech recognition is the process of interpreting human speech using a variety of
Introduction
                   audio inputs and computational processing
               •   In UUI Speech can act as both input and output
Interaction
  Design       •   Speech represents a popular view of how humans will interact with computers as
                   evidenced in literature and film
 Classes of    •   Speech recognition and natural speech output represent the backbone of natural
    User
 Interface
                   language and anthropomorphic interfaces
               •   Environments such as surgeries, dangerous work environments, and driving all
   Input           represent environments where UUIs with speech as input have been researched and
Technologies       developed
 Interface
 Usability
  Metrics


Conclusions
Interface Usability Metrics
               •   Usability is a quality attribute that assesses how easy user interfaces are to use.
Introduction
               •   The word “usability” also refers to methods for improving ease-of-use during the
                   design process.
Interaction
  Design       •   Usability is defined by five quality components:
                    –   learnability,
 Classes of         –   efficiency,
    User            –   memorability,
 Interface          –   errors,
                    –   and satisfaction.
   Input
Technologies
               •   Kinect Games Highly intuitive interface
 Interface
 Usability
  Metrics


Conclusions
Interface Usability Metrics
               •   For UUI Following are Usability Metrics
Introduction   •   Conciseness
                    –     Simple actions, Few keystrokes or Few clicks,
                    –     Can be measured by TIME
Interaction
               •   Expressiveness
  Design
                    –     Combinations of actions gives consistent Results
 Classes of
               •   Ease
                    –     How much does a user need to learn or recall just to start using the interface?
    User
 Interface     •   Transparency
                    –     How much does a user need to remember about the state of his or her problem while using the
                          interface telephone speech interface versus a GUI?
   Input
             •     Discoverability
Technologies
                    –     Can the user easily understand interface functionality
 Interface
               •   Invisibility
 Usability          –     How much does the interface make itself known when it could have inferred, deduced, or
                          waited for the data required
  Metrics
               •   Programmability
                    – Can the application, device, or service be used in repetitive tasks or can it become a
Conclusions             component in a larger system
Conclusions
Introduction
               •   Interfaces to ubicomp system take consideration of various sensors,
                   actuators
Interaction
  Design       •   We have seen various design methodologies for designing interface
 Classes of
    User
 Interface
               •   Concluded various metrics for interfaces

   Input
Technologies   •   While designing Interfaces to Ubicomp System we need to consider
                   individual system’s interface as all together.
 Interface
 Usability
  Metrics


Conclusions
Ad

Recommended

PPT
HCI - Chapter 4
Alan Dix
 
PPTX
Human computer interaction
Ayusha Patnaik
 
PPTX
IoT-Introduction.pptx
ImpanaR2
 
PPT
HCI 3e - Ch 5: Interaction design basics
Alan Dix
 
PPT
HCI 3e - Ch 20: Ubiquitous computing and augmented realities
Alan Dix
 
PPT
Peter Norton’s Introduction to Computers
Ujjwal 'Shanu'
 
PPT
HCI - Chapter 3
Alan Dix
 
PPT
Universal design HCI
PhD Research Scholar
 
PPT
HCI - Chapter 1
Alan Dix
 
PPTX
hci lecture notes pt.pptx
AkinolaDamilareSamso
 
PPTX
Introduction to information system
PROF.JITENDRA PATEL
 
PPT
HCI - Chapter 2
Alan Dix
 
PPTX
HCI Presentation
Abdul Rasheed Memon
 
PPT
Compiler Design
Mir Majid
 
PPT
Dns
Sanoj Kumar
 
PDF
Human-Computer Interaction: An Overview
Sabin Buraga
 
PDF
7 - Architetture Software - Software product line
Majong DevJfu
 
PPTX
Best methods of staff selection and motivation
ssbd6985
 
PPTX
HCI
Meet Shah
 
PPTX
Human computer interaction Semester 1
HARISA MARDIANA
 
PDF
Fitts' Law
John Rooksby
 
ODP
Introduction to Virtualization
Rahul Hada
 
PPT
System Analysis and Design
Dr. C.V. Suresh Babu
 
PPTX
System Analysis and Design
Joel Briza
 
PPT
HCI 3e - Ch 9: Evaluation techniques
Alan Dix
 
PPTX
Client Server Architecture ppt
OECLIB Odisha Electronics Control Library
 
PPT
Operating System 2
tech2click
 
PPT
HCI 3e - Ch 19: Groupware
Alan Dix
 
PPT
User Interface Design For Programmers
Chris Poteet
 
PDF
Ubiquitous interactions
InteractionDesign
 

More Related Content

What's hot (20)

PPT
HCI - Chapter 1
Alan Dix
 
PPTX
hci lecture notes pt.pptx
AkinolaDamilareSamso
 
PPTX
Introduction to information system
PROF.JITENDRA PATEL
 
PPT
HCI - Chapter 2
Alan Dix
 
PPTX
HCI Presentation
Abdul Rasheed Memon
 
PPT
Compiler Design
Mir Majid
 
PPT
Dns
Sanoj Kumar
 
PDF
Human-Computer Interaction: An Overview
Sabin Buraga
 
PDF
7 - Architetture Software - Software product line
Majong DevJfu
 
PPTX
Best methods of staff selection and motivation
ssbd6985
 
PPTX
HCI
Meet Shah
 
PPTX
Human computer interaction Semester 1
HARISA MARDIANA
 
PDF
Fitts' Law
John Rooksby
 
ODP
Introduction to Virtualization
Rahul Hada
 
PPT
System Analysis and Design
Dr. C.V. Suresh Babu
 
PPTX
System Analysis and Design
Joel Briza
 
PPT
HCI 3e - Ch 9: Evaluation techniques
Alan Dix
 
PPTX
Client Server Architecture ppt
OECLIB Odisha Electronics Control Library
 
PPT
Operating System 2
tech2click
 
PPT
HCI 3e - Ch 19: Groupware
Alan Dix
 
HCI - Chapter 1
Alan Dix
 
hci lecture notes pt.pptx
AkinolaDamilareSamso
 
Introduction to information system
PROF.JITENDRA PATEL
 
HCI - Chapter 2
Alan Dix
 
HCI Presentation
Abdul Rasheed Memon
 
Compiler Design
Mir Majid
 
Human-Computer Interaction: An Overview
Sabin Buraga
 
7 - Architetture Software - Software product line
Majong DevJfu
 
Best methods of staff selection and motivation
ssbd6985
 
Human computer interaction Semester 1
HARISA MARDIANA
 
Fitts' Law
John Rooksby
 
Introduction to Virtualization
Rahul Hada
 
System Analysis and Design
Dr. C.V. Suresh Babu
 
System Analysis and Design
Joel Briza
 
HCI 3e - Ch 9: Evaluation techniques
Alan Dix
 
Client Server Architecture ppt
OECLIB Odisha Electronics Control Library
 
Operating System 2
tech2click
 
HCI 3e - Ch 19: Groupware
Alan Dix
 

Viewers also liked (20)

PPT
User Interface Design For Programmers
Chris Poteet
 
PDF
Ubiquitous interactions
InteractionDesign
 
PDF
Agile for Embedded & System Software Development : Presented by Priyank KS
oGuild .
 
PPT
3.7 heap sort
Krish_ver2
 
PDF
iBeacons: Security and Privacy?
Jim Fenton
 
PPTX
Demystifying dependency Injection: Dagger and Toothpick
Danny Preussler
 
PDF
Dependency Injection with Apex
Salesforce Developers
 
PDF
Agile London: Industrial Agility, How to respond to the 4th Industrial Revolu...
Paolo Sammicheli
 
PPTX
Agile Methodology PPT
Mohit Kumar
 
PDF
HUG Ireland Event Presentation - In-Memory Databases
John Mulhall
 
PDF
Skiena algorithm 2007 lecture07 heapsort priority queues
zukun
 
PDF
Privacy Concerns and Social Robots
Christoph Lutz
 
PDF
ScrumGuides training: Agile Software Development With Scrum
Alexey Krivitsky
 
PDF
Design & Analysis of Algorithms Lecture Notes
FellowBuddy.com
 
PDF
09 Machine Learning - Introduction Support Vector Machines
Andres Mendez-Vazquez
 
PPTX
Going native with less coupling: Dependency Injection in C++
Daniele Pallastrelli
 
PDF
Final Year Project-Gesture Based Interaction and Image Processing
Sabnam Pandey, MBA
 
PPTX
In-Memory Database Performance on AWS M4 Instances
SingleStore
 
PDF
Machine learning support vector machines
Sjoerd Maessen
 
PDF
Sap technical deep dive in a column oriented in memory database
Alexander Talac
 
User Interface Design For Programmers
Chris Poteet
 
Ubiquitous interactions
InteractionDesign
 
Agile for Embedded & System Software Development : Presented by Priyank KS
oGuild .
 
3.7 heap sort
Krish_ver2
 
iBeacons: Security and Privacy?
Jim Fenton
 
Demystifying dependency Injection: Dagger and Toothpick
Danny Preussler
 
Dependency Injection with Apex
Salesforce Developers
 
Agile London: Industrial Agility, How to respond to the 4th Industrial Revolu...
Paolo Sammicheli
 
Agile Methodology PPT
Mohit Kumar
 
HUG Ireland Event Presentation - In-Memory Databases
John Mulhall
 
Skiena algorithm 2007 lecture07 heapsort priority queues
zukun
 
Privacy Concerns and Social Robots
Christoph Lutz
 
ScrumGuides training: Agile Software Development With Scrum
Alexey Krivitsky
 
Design & Analysis of Algorithms Lecture Notes
FellowBuddy.com
 
09 Machine Learning - Introduction Support Vector Machines
Andres Mendez-Vazquez
 
Going native with less coupling: Dependency Injection in C++
Daniele Pallastrelli
 
Final Year Project-Gesture Based Interaction and Image Processing
Sabnam Pandey, MBA
 
In-Memory Database Performance on AWS M4 Instances
SingleStore
 
Machine learning support vector machines
Sjoerd Maessen
 
Sap technical deep dive in a column oriented in memory database
Alexander Talac
 
Ad

Similar to Interfaces to ubiquitous computing (20)

PPT
Fundamental principles of Usability and User Centred Design
BART RADKA
 
PDF
viewo
Tianwei_liu
 
PDF
adsfasdf
Tianwei_liu
 
PPTX
Ch 1 Introduction to User Interaction Design Mary Margarat
Mary Margarat
 
PPTX
User Interface DESIGN - A brief summary.pptx
DukeCalvin
 
PPTX
ICS3211 lecture 06
Vanessa Camilleri
 
PPT
Human Factors and User Interface Design
SaggitariusArrow
 
PDF
PxS'12 - week 1 - Introduction
hendrikknoche
 
PPTX
What is Interaction Design?
Ghazanfar Latif (Gabe)
 
DOCX
HCI revieknnknfyydirsetdfiydfuiuwer.docx
GianCarlosGumatay3
 
PPTX
02 gui history
Dr. V Vorvoreanu
 
PDF
POLITEKNIK MALAYSIA
Aiman Hud
 
PDF
COMP 4026 - Lecture1 introduction
Mark Billinghurst
 
PPT
What Is Interaction Design
Graeme Smith
 
PDF
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
hendrikknoche
 
PPT
Chapter 1 id2e_slides
oopscrash1
 
PDF
The Resonant Interface Hci Foundations For Interaction Design 1st Edition Ste...
pinkemillim
 
PPTX
HCI Lecture 1 Complete PPT NSUT - 2023 - 2024
PulkitBatra13
 
PPTX
Human Computer Interaction: Lecture 2: Interaction Design
SazzadHossain764310
 
PDF
Chapter 4
KaiEnTee1
 
Fundamental principles of Usability and User Centred Design
BART RADKA
 
adsfasdf
Tianwei_liu
 
Ch 1 Introduction to User Interaction Design Mary Margarat
Mary Margarat
 
User Interface DESIGN - A brief summary.pptx
DukeCalvin
 
ICS3211 lecture 06
Vanessa Camilleri
 
Human Factors and User Interface Design
SaggitariusArrow
 
PxS'12 - week 1 - Introduction
hendrikknoche
 
What is Interaction Design?
Ghazanfar Latif (Gabe)
 
HCI revieknnknfyydirsetdfiydfuiuwer.docx
GianCarlosGumatay3
 
02 gui history
Dr. V Vorvoreanu
 
POLITEKNIK MALAYSIA
Aiman Hud
 
COMP 4026 - Lecture1 introduction
Mark Billinghurst
 
What Is Interaction Design
Graeme Smith
 
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
hendrikknoche
 
Chapter 1 id2e_slides
oopscrash1
 
The Resonant Interface Hci Foundations For Interaction Design 1st Edition Ste...
pinkemillim
 
HCI Lecture 1 Complete PPT NSUT - 2023 - 2024
PulkitBatra13
 
Human Computer Interaction: Lecture 2: Interaction Design
SazzadHossain764310
 
Chapter 4
KaiEnTee1
 
Ad

Recently uploaded (20)

PDF
Raman Bhaumik - Passionate Tech Enthusiast
Raman Bhaumik
 
PDF
Database Benchmarking for Performance Masterclass: Session 2 - Data Modeling ...
ScyllaDB
 
PDF
2025_06_18 - OpenMetadata Community Meeting.pdf
OpenMetadata
 
PDF
The Future of Product Management in AI ERA.pdf
Alyona Owens
 
PDF
Techniques for Automatic Device Identification and Network Assignment.pdf
Priyanka Aash
 
PDF
"Database isolation: how we deal with hundreds of direct connections to the d...
Fwdays
 
PPTX
CapCut Pro Crack For PC Latest Version {Fully Unlocked} 2025
pcprocore
 
PPTX
" How to survive with 1 billion vectors and not sell a kidney: our low-cost c...
Fwdays
 
PDF
WebdriverIO & JavaScript: The Perfect Duo for Web Automation
digitaljignect
 
PPTX
OpenACC and Open Hackathons Monthly Highlights June 2025
OpenACC
 
PDF
Lessons Learned from Developing Secure AI Workflows.pdf
Priyanka Aash
 
PDF
Salesforce Summer '25 Release Frenchgathering.pptx.pdf
yosra Saidani
 
PDF
EIS-Webinar-Engineering-Retail-Infrastructure-06-16-2025.pdf
Earley Information Science
 
PDF
Agentic AI for Developers and Data Scientists Build an AI Agent in 10 Lines o...
All Things Open
 
PPTX
Securing Account Lifecycles in the Age of Deepfakes.pptx
FIDO Alliance
 
PDF
GenAI Opportunities and Challenges - Where 370 Enterprises Are Focusing Now.pdf
Priyanka Aash
 
PPTX
Wenn alles versagt - IBM Tape schützt, was zählt! Und besonders mit dem neust...
Josef Weingand
 
PPTX
Security Tips for Enterprise Azure Solutions
Michele Leroux Bustamante
 
PDF
Oh, the Possibilities - Balancing Innovation and Risk with Generative AI.pdf
Priyanka Aash
 
PDF
AI vs Human Writing: Can You Tell the Difference?
Shashi Sathyanarayana, Ph.D
 
Raman Bhaumik - Passionate Tech Enthusiast
Raman Bhaumik
 
Database Benchmarking for Performance Masterclass: Session 2 - Data Modeling ...
ScyllaDB
 
2025_06_18 - OpenMetadata Community Meeting.pdf
OpenMetadata
 
The Future of Product Management in AI ERA.pdf
Alyona Owens
 
Techniques for Automatic Device Identification and Network Assignment.pdf
Priyanka Aash
 
"Database isolation: how we deal with hundreds of direct connections to the d...
Fwdays
 
CapCut Pro Crack For PC Latest Version {Fully Unlocked} 2025
pcprocore
 
" How to survive with 1 billion vectors and not sell a kidney: our low-cost c...
Fwdays
 
WebdriverIO & JavaScript: The Perfect Duo for Web Automation
digitaljignect
 
OpenACC and Open Hackathons Monthly Highlights June 2025
OpenACC
 
Lessons Learned from Developing Secure AI Workflows.pdf
Priyanka Aash
 
Salesforce Summer '25 Release Frenchgathering.pptx.pdf
yosra Saidani
 
EIS-Webinar-Engineering-Retail-Infrastructure-06-16-2025.pdf
Earley Information Science
 
Agentic AI for Developers and Data Scientists Build an AI Agent in 10 Lines o...
All Things Open
 
Securing Account Lifecycles in the Age of Deepfakes.pptx
FIDO Alliance
 
GenAI Opportunities and Challenges - Where 370 Enterprises Are Focusing Now.pdf
Priyanka Aash
 
Wenn alles versagt - IBM Tape schützt, was zählt! Und besonders mit dem neust...
Josef Weingand
 
Security Tips for Enterprise Azure Solutions
Michele Leroux Bustamante
 
Oh, the Possibilities - Balancing Innovation and Risk with Generative AI.pdf
Priyanka Aash
 
AI vs Human Writing: Can You Tell the Difference?
Shashi Sathyanarayana, Ph.D
 

Interfaces to ubiquitous computing

  • 1. Interfaces for Ubiquitous Computing By Swati A. Sonawane M.E. (SSA)
  • 2. INDEX Classes of Interface Interaction Input Introduction User Usability Conclusions Design Technologies Interface Metrics From Graphical User-Centered Tangible User User Interfaces Sensor Input Design Interface to Context Data Rules for UUI Surface User Systems Design Gesture Input Design Interface Ambient User Genius Design Speech Input Interfaces
  • 3. Introduction • User Interfaces Introduction – Point of Contact Between Computer System and Human – Both in terms of Input and Output Interaction – Input : Keyboard, Mouse, Touch Screen, Digital Camera etc. Design – Output : CRT/LCD/LED Displays, Projector etc. Classes of User Interface Input Technologies • Ubicomp Computation Interface – Computation EveryWhere Usability – Interfaces to Ubicomp Systems must reside in periphery of our user’s attention and should Metrics remain unnoticed until required. – a ubicomp system is made up of subsystems and we must design for the experience not the Conclusions individual subsystem
  • 4. GUI To Context Data • Graphical User Interface (GUI) Introduction – Current GUI is built considering keyboard, Screen, Mouse devices – GUI offers intuitive Windows, Icons, Menus, Pointer rather command line Interaction – Inputs from keyboards, mouse, Design – Image shows Ubuntu 3D Desktop Using Compviz Classes of User Interface • Ubicomp User Interface (UUI) Input – Must Consider Broader Range of Inputs Technologies – Like human motion, activity, preference and action desired. Interface Usability – Must understand Context of action. Metrics Conclusions
  • 5. Rules for UUI Design Introduction 1. Bliss 6. Modelessness ( easy to learn ) ( Avoid Modes) Interaction Design 2. Distraction 7. Fear of Interaction Classes of ( don’t need ( easy ways to undo ) User concentration ) Interface 3. Cognitive Flow 8. Notifications Input ( access every where ) ( display feedback ) Technologies Interface 4. Manuals 9. Calming Usability (should not needed ) ( human inputs and senses) Metrics 5. Transparency 10. Defaults Conclusions ( context aware ) ( reuse user inputs)
  • 6. Interaction Design Introduction • Interaction Design – Interaction Design is discipline of defining the expected behavior of products and systems that a user can interact with Interaction – UUI design is field of Interaction design Design Classes of • Interaction Design Depends User Interface – Complexity of proposed system – Its novelty Input – Degree of stability or ubiquity Technologies – And Its COST Interface Usability • Design Methodologies for Ubicomp Metrics – User-Centered Design (UCD) – Systems Design Conclusions – Genius Design
  • 7. User-Centered Design Introduction • User-Centered Design – Focuses on USER’s Need, Problems, and Goals – User is involved at every stage of process Interaction – User needs to ensure system works correctly Design – UCD plays important role in Ubicomp research and Development Classes of User Interface • Disadvantages – Evolving stated Vs Actual need Input – Technological Shifts Technologies – Simply involving wrong set or type of user in process – It does not consider interaction between two systems Interface Usability Metrics Conclusions
  • 8. System Design and Genius Design Introduction • System Design – is a systematic and compositional approach to development, based on the combination of components to realize a solution in essence the development of a system of systems Interaction – Ubicomp System is typically of many systems social system (people), devices, applications, Design computational artifects, sensors, actuators, and services – Unlike Desktop or Web application software development Systems Design Must be Context Classes of User aware and act accordingly Interface – A systems design approach forces a designer to consider the entire environment in which the ubicomp system will be realized and not just one component of it. Input Technologies Interface • Genius Design Usability – the process of exclusively relying on the wisdom and experience of the designer to make all Metrics the design decisions. – Designer Don’t take input from users to design system , uses own experience Conclusions – Most of Apple Products Like iPhone, iPad etc designed using this approach.
  • 9. Classes of User Interfaces Introduction • Interface represents the point of contact between a computer system and a human, both in terms of input to the system and output from the system Interaction • In Classical Human-computer Interface texts have six classes Design – command language, ( hard to remember and learn ) – natural language, Classes of – Menu selection, ( may lead to complex menu hierarchies, telephone menus) User Interface – form filling, ( limited to only Data-Collection type applications) – direct manipulation, and Input – anthropomorphic interfaces Technologies • GUI is considered to be dominant user interfaces Interface – But Keyboard, Mouse, screen attached to every devices can not be the future. Usability Metrics Conclusions
  • 10. Classes of User Interfaces Introduction • Presence of Input Technologies which do not cleanly fit into any of these Six classes, because they rely on new devices Interaction Design • Examples include body movement in the form of gesture, speech, ambient Classes of feedback, surface interaction, and augmented reality (AR) User Interface • New Classes of interfaces Input – Tangible User Interface Technologies – Surface User Interface – Ambient User Interface Interface Usability Metrics Conclusions
  • 11. Tangible Interfaces Introduction • Earlier Known as Graspable User Interface Interaction • User interacts with digital information through physical environment Design Classes of • Characteristics of tangible user interfaces User Interface – Physical representations are computationally coupled to underlying digital information. Input – Physical representations embody mechanisms for interactive control. Technologies – Physical representations are perceptually coupled to actively mediated digital representations. Interface Usability – Physical state of tangibles embodies key aspects of the digital state of a system. Metrics Conclusions
  • 12. Tangible Interfaces Introduction • Earlier Know as Graspable User Interface • Unlike a GUI, which presents manipulable elements virtually onscreen, a Interaction Tangible User Interface (TUI) integrates both representation and control of Design computation into physical artifacts. Classes of • User interacts with digital information through physical environment User Interface • Characteristics of tangible user interfaces Input – Physical representations are computationally coupled to underlying digital Technologies information. – Physical representations embody mechanisms for interactive control. Interface Usability – Physical state of tangibles embodies key aspects of the digital state of a system. Metrics Conclusions
  • 13. Examples of TUI • Tangible Disaster Simulation System Introduction • A collaborative tool for planning disaster Interaction measures based on disaster simulation Design and evacuation simulation using Geographic Information Systems (GIS). Classes of User • Built on the Sense-Table platform Interface • This system simulates and visualizes the Input disaster and the evacuation of people Technologies to shelters, under any conditions inputted Interface by users Usability • Multiple user Input Metrics • input parameters such as the scale of Conclusions disasters (ex. Tsunami, earthquake, and fire) and the capacity of a shelter on a projected map
  • 14. Examples of TUI Introduction • SandScape • a tangible interface for designing and Interaction understanding landscapes through a Design variety of computational simulations Classes of using sand. User Interface • Users view these simulations as they are projected on the surface of a sand Input Technologies model that represents the terrain. • The users can choose from a variety of different simulations that highlight Interface Usability either the height, slope, contours, shadows, drainage or aspect of the Metrics landscape model. Conclusions
  • 15. Surface User Interfaces (SUI) Introduction • An SUI is a class of user interface that relies on a self-illuminated [e.g., liquid crystal display (LCD)] or projected horizontal, vertical, or spherical interactive surface Interaction Design • coupled with control of computation into the same physical surface (e.g., a touchscreen). Classes of User • The outputs and inputs to an SUI are tightly coupled. Interface • They rely on computational techniques Input – including computer vision Technologies – capacitive and surface acoustic wave detection, to determine user input to the system. Interface • They are often used in public places (kiosks, ATMs) or small personal Usability devices (PDA, iPhone) where a separate keyboard and mouse cannot or Metrics should not be used. • It can Scale from Touch Screen of phone to Huge Screen for store locator in Conclusions Mall or Shopping place
  • 16. Examples of SUI • Microsoft Surface Introduction • responds to natural hand gestures and real world objects. Interaction Design • The surface is capable of – object recognition, Classes of – object/finger orientation recognition User – and tracking, and is Interface – multi-touch and is multi-user. Input Technologies Interface Usability Metrics Conclusions
  • 17. Examples of SUI • Mobile Phone Touch Screen Introduction • is an electronic visual display that can detect the presence and location Interaction Design of a touch within the display area. Classes of User Interface Input Technologies Interface Usability ATM TouchScreens Metrics Conclusions
  • 18. Ambient User Interfaces (AUI) Introduction • Ambient User Interfaces ( AUI ) are very comfortable to user, negligible user involvement Interaction • Ambient information displays or outputs are intended to be “ignorable” or Design “glanceable,” allowing users to perceive the information presented in the periphery of their attention, but also to be bring this information (e.g., Classes of User social reminders on facebook ) into focus as required. Interface • AUI is a class of user interface where the output elements reside in the Input periphery of a user’s awareness, moving to the center of attention only Technologies when appropriate and desirable, and the inputs come from nonintrusive sensing or inference from other actions Interface Usability • Fully realized AUIs as defined are not yet commonplace in our daily lives. Metrics Conclusions
  • 19. Examples of AUI • Power Aware Cords Introduction • Currency Data Fountain • Ambient Umbrella Interaction Design Classes of User Interface Input Technologies Interface Usability Metrics Conclusions
  • 20. Input Technologies • A UUI relies on a broader range of inputs and outputs from the system than the classical Introduction GUI, TUI, or even an SUI. • Examples of these inputs include – physiological measurements, Interaction – location, Design – identity, – video, audio, gesture, and Classes of – touch. User • In addition, Interface – environmental sensors, – personal/embedded sensors, data Input – mining, historical data, inference, and preferences can all act as inputs to a Ubicomp System Technologies • Output examples – Ambient displays, environmental updates, actuators, automated actions and personalized Interface – behaviors, and multiple audio/video channels. Usability – Such outputs are all reliant on our senses including sight, taste, smell, touch, hearing, and balance Metrics • some user actions will be interpreted via the UUI as an input to the system without the user being explicitly aware of it. Likewise, the UUI can provide outputs that are only Conclusions intended for the periphery of the user’s attention (Example Room temparature can be set depending on presence of person, current temp. etc)
  • 21. Input Technologies • Here We focus on Three Categories of Input Technologies Introduction • Sensor Input • Gesture Input Interaction Design • Speech Input Classes of User Interface Input Technologies Interface Usability Metrics Conclusions
  • 22. Sensor Input • A sensor is a device that can measure a physical property from the environment. Introduction • Sensors can reside in the environment or on the body • Environmental Sensors to monitor (Mobile Sensors) Interaction – Traffic Design – Air Quality Classes of – Water Quality User – Light pollution Interface – Temperature • Physiological Sensors Input – Used to collect measurement about a person they are attached to Technologies – Like heart rate , body temperature – Blood oxygen level sensor ( Ring Sensor ) Interface Usability • Ubicomp System uses these sensed data all together to function correctly Metrics Conclusions
  • 23. Gesture Input • A gesture is the movement of a part of the body to express an idea of meaning. Introduction • Typical gestures such as pointing, waving, or nodding are formed with the hand or the head as appropriate Interaction Design • gesture recognition is the process of interpreting human gestures using various inputs and computational processing Classes of • Gesture Sensing Devices User – 3D DEPTH’] SENSORS Interface – CAMERAS – RFIDs Input Technologies • Examples Interface – Microsoft Kinect Usability – Animation Creation Metrics Conclusions
  • 24. Speech Input • Speech recognition is the process of interpreting human speech using a variety of Introduction audio inputs and computational processing • In UUI Speech can act as both input and output Interaction Design • Speech represents a popular view of how humans will interact with computers as evidenced in literature and film Classes of • Speech recognition and natural speech output represent the backbone of natural User Interface language and anthropomorphic interfaces • Environments such as surgeries, dangerous work environments, and driving all Input represent environments where UUIs with speech as input have been researched and Technologies developed Interface Usability Metrics Conclusions
  • 25. Interface Usability Metrics • Usability is a quality attribute that assesses how easy user interfaces are to use. Introduction • The word “usability” also refers to methods for improving ease-of-use during the design process. Interaction Design • Usability is defined by five quality components: – learnability, Classes of – efficiency, User – memorability, Interface – errors, – and satisfaction. Input Technologies • Kinect Games Highly intuitive interface Interface Usability Metrics Conclusions
  • 26. Interface Usability Metrics • For UUI Following are Usability Metrics Introduction • Conciseness – Simple actions, Few keystrokes or Few clicks, – Can be measured by TIME Interaction • Expressiveness Design – Combinations of actions gives consistent Results Classes of • Ease – How much does a user need to learn or recall just to start using the interface? User Interface • Transparency – How much does a user need to remember about the state of his or her problem while using the interface telephone speech interface versus a GUI? Input • Discoverability Technologies – Can the user easily understand interface functionality Interface • Invisibility Usability – How much does the interface make itself known when it could have inferred, deduced, or waited for the data required Metrics • Programmability – Can the application, device, or service be used in repetitive tasks or can it become a Conclusions component in a larger system
  • 27. Conclusions Introduction • Interfaces to ubicomp system take consideration of various sensors, actuators Interaction Design • We have seen various design methodologies for designing interface Classes of User Interface • Concluded various metrics for interfaces Input Technologies • While designing Interfaces to Ubicomp System we need to consider individual system’s interface as all together. Interface Usability Metrics Conclusions