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Intelligent
Interfaces I
ICS2208
vanessa.camilleri@um.edu.mt
1
Topic 4: Overview
• Interaction Styles
• Direct Manipulation: characteristics & concepts
• Challenges of direct manipulation
• Scenarios for direct manipulation
• AR & VR: immersive spaces
2
Interaction Styles
Positive emotions which such interfaces may cause in users include:
• Mastery of the interface
• Competence in performing tasks
• Ease in learning originally and in assimilating advanced features
• Confidence in retaining mastery over time
• Enjoyment in using the interface
• Eagerness to show off the interface to novices
• Desire to explore more powerful aspects
Direct Manipulation
The characteristics of direct manipulation interfaces include:
• Visibility of the objects and actions of interest;
• Rapid
• Reversible
• Incremental actions;
• Replacement of typed commands by a pointing action on
the object of interest
Concepts of direct manipulation find their practice in ideas
such as:
• Game design: Characters and NPCs controlled by novel
pointing devices
• Science: Remote operated microscopes or fly drones
• Information visualisation: Presentation of thousands of
objects on screen with dynamic user controls
• Virtual reality, augmented reality & tangible user
interfaces: hand gestures allow users to point, select,
grasp and navigate.
ICS2208 lecture5
Using these principles it is possible to design systems with the following attributes:
1. Novices can learn basic functionality quickly usually through a demonstration by a
more experienced user;
2. Experts can work rapidly to carry out a wide range of tasks even defining new
functions and features;
3. Knowledgeable intermittent users can retain operational concepts;
4. Error messages are rarely needed;
5. Users can immediately see whether their actions are furthering their goals, and if
the actions are counterproductive, they can simply change the direction of the
activity;
6. Users experiences less anxiety because the interface is comprehensible and
because actions can be reversed easily;
7. Users gain a sense of confidence and mastery because they are the initiators of
actions, they feel in control, and they can predict the interface’s responses.
Transnational Distance
• Weak direct manipulation - large TD
• Medium direct manipulation
• Strong direct manipulation - small TD
Challenges of Direct
Manipulation
• GUIs need to be complemented with speech enabled devices or audio
designs to help vision impaired users interact;
• Direct manipulation devices need to find a balance between screen space
and presenting information
• Users need to learn the meaning of visual representations and graphic icons
• There are times when typing commands can be more efficient than actually
pointing on to a screen with a device
• Small mobile devices have limited screen space and a finger pointing at a
device may partially block the display
• Programming rapid and incremental actions may be quite difficult to achieve
Game Scenarios with Direct
Manipulation
Game Scenarios with Direct
Manipulation
Immersive Interfaces
• Provide overviews so that the users can see the big picture
(plan view display?)
• Allow teleportation
• Offer x-ray vision so that users can see into or beyond objects
• Provide history keeping
• Permit rich user actions on objects (copying, annotating,
sharing)
• Enable remote collaboration
Immersive Interfaces
• Give users control over explanatory text (pop, floating, screen tips)
and let them view details on demand
• Offer tools to select, mark and measure
• Implement dynamic queries to rapidly filter out unneeded items
• Support semantic zooming and movement
• Enable landmarks to show themselves even at a distance
• Allow multiple coordinated views
• Develop novel 3D icons to represent concepts that are more
recognisable and memorable.
ICS2208 lecture5
Applications of AR
Applications of VR
ICS2208 lecture5
ICS2208 lecture5
ICS2208 lecture5
Conclusion
• Appealing systems have an enjoyable user
interface with customised user generated content
that offers a natural representation of the task
objects and actions;
• AR & VR are being applied in an increasing number
of domains;
• Research needs to be furthered in these areas, to
enhance the user experience.

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ICS2208 lecture5

  • 2. Topic 4: Overview • Interaction Styles • Direct Manipulation: characteristics & concepts • Challenges of direct manipulation • Scenarios for direct manipulation • AR & VR: immersive spaces 2
  • 3. Interaction Styles Positive emotions which such interfaces may cause in users include: • Mastery of the interface • Competence in performing tasks • Ease in learning originally and in assimilating advanced features • Confidence in retaining mastery over time • Enjoyment in using the interface • Eagerness to show off the interface to novices • Desire to explore more powerful aspects
  • 4. Direct Manipulation The characteristics of direct manipulation interfaces include: • Visibility of the objects and actions of interest; • Rapid • Reversible • Incremental actions; • Replacement of typed commands by a pointing action on the object of interest
  • 5. Concepts of direct manipulation find their practice in ideas such as: • Game design: Characters and NPCs controlled by novel pointing devices • Science: Remote operated microscopes or fly drones • Information visualisation: Presentation of thousands of objects on screen with dynamic user controls • Virtual reality, augmented reality & tangible user interfaces: hand gestures allow users to point, select, grasp and navigate.
  • 7. Using these principles it is possible to design systems with the following attributes: 1. Novices can learn basic functionality quickly usually through a demonstration by a more experienced user; 2. Experts can work rapidly to carry out a wide range of tasks even defining new functions and features; 3. Knowledgeable intermittent users can retain operational concepts; 4. Error messages are rarely needed; 5. Users can immediately see whether their actions are furthering their goals, and if the actions are counterproductive, they can simply change the direction of the activity; 6. Users experiences less anxiety because the interface is comprehensible and because actions can be reversed easily; 7. Users gain a sense of confidence and mastery because they are the initiators of actions, they feel in control, and they can predict the interface’s responses.
  • 8. Transnational Distance • Weak direct manipulation - large TD • Medium direct manipulation • Strong direct manipulation - small TD
  • 9. Challenges of Direct Manipulation • GUIs need to be complemented with speech enabled devices or audio designs to help vision impaired users interact; • Direct manipulation devices need to find a balance between screen space and presenting information • Users need to learn the meaning of visual representations and graphic icons • There are times when typing commands can be more efficient than actually pointing on to a screen with a device • Small mobile devices have limited screen space and a finger pointing at a device may partially block the display • Programming rapid and incremental actions may be quite difficult to achieve
  • 10. Game Scenarios with Direct Manipulation
  • 11. Game Scenarios with Direct Manipulation
  • 12. Immersive Interfaces • Provide overviews so that the users can see the big picture (plan view display?) • Allow teleportation • Offer x-ray vision so that users can see into or beyond objects • Provide history keeping • Permit rich user actions on objects (copying, annotating, sharing) • Enable remote collaboration
  • 13. Immersive Interfaces • Give users control over explanatory text (pop, floating, screen tips) and let them view details on demand • Offer tools to select, mark and measure • Implement dynamic queries to rapidly filter out unneeded items • Support semantic zooming and movement • Enable landmarks to show themselves even at a distance • Allow multiple coordinated views • Develop novel 3D icons to represent concepts that are more recognisable and memorable.
  • 20. Conclusion • Appealing systems have an enjoyable user interface with customised user generated content that offers a natural representation of the task objects and actions; • AR & VR are being applied in an increasing number of domains; • Research needs to be furthered in these areas, to enhance the user experience.