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Human Computer Interaction CSC 4730-100 User System Interface CSC 8570-001

Human Computer Interaction CSC 4730-100 User System Interface CSC 8570-001. Class Meeting 4 September 18, 2012. Topics of the Day. From last time Where is Gregor ? Track pad interactions Research project issues Bibliography IRB form Theory and models Good and bad interfaces

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Human Computer Interaction CSC 4730-100 User System Interface CSC 8570-001

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  1. Human Computer InteractionCSC 4730-100User System InterfaceCSC 8570-001 Class Meeting 4 September 18, 2012

  2. Topics of the Day • From last time • Where is Gregor? • Track pad interactions • Research project issues • Bibliography • IRB form • Theory and models • Good and bad interfaces • Lee & Zhai. Extracting design principles • Cataloging design principles

  3. Where is Gregor? One thousandth of a minute = 6 x one hundredth of a second Diameter of earth = 7926 miles, approximately Claim: Assuming the earth is a perfect sphere, the arc of a circle with central angle of 1/100 second is 1.0+ feet long. (latitude) Claim: At 40 degrees north, the arc of longitudinal circle with central angle of 1/100 second is 0.77+ feet long.

  4. Track Pad Interactions Cleaning up action descriptions • Tap to click • Secondary click • Look up • Three finger drag • Scroll direction: natural • Zoom in or out • Smart zoom • Rotate • Swipe between pages

  5. Track Pad Interactions (2) • Swipe between full-screen apps • Mission control • App exposé • Launchpad • Show desktop • Pinch to home screen • Swipe up to multitasking • Swipe left or right between apps • Reveal multitasking bar • Between apps

  6. Track Pad Interactions (3) Cleaning up gesture descriptions • Tap with one finger • Click or tap with two fingers • Click bottom left • Click bottom right • Double-tap with three fingers • Move with three fingers • Content tracks finger movement • Pinch with two fingers

  7. Track Pad Interactions (4) • Double-tap with two fingers • Rotate with two fingers • Scroll left with two fingers • Scroll right with two fingers • Swipe with three fingers • Swipe with two or three fingers • Swipe left with three fingers • Swipe right with three fingers

  8. Track Pad Interactions (6) • Swipe left with four fingers • Swipe right with four fingers • Swipe up with three fingers • Swipe up with four fingers • Swipe down with three fingers • Swipe down with four fingers • Pinch with thumb and three fingers • Spread with thumb and three fingers

  9. Track Pad Interactions (7) • Pinch with four or five fingers • Swipe up with four or five fingers • Swipe left with four or five fingers • Swipe right with four or five fingers

  10. Hand In • Everyone:GOMS model of table creation • Each research team: • Hypotheses, independent and dependent variables • First draft of IRB form • Printout from EndNote of research bibliography

  11. Research Project • Hypotheses (tonight) • Independent variables (tonight) • Dependent variables (tonight) • Bibliography • First entries (tonight) • Continuous process • Background • Formal setting (let’s talk)

  12. Research Project (2) For next week, from each team: • Short presentation • One spokesperson • Five minutes • Hypothesis, variables, initial experimental design • A few slides to guide the listeners

  13. Paper Reading Teams • Kristin & Jim B • John & Andrew D • Anthony & Kevin • Chris & Shishir • Mike & Andrew L • Donald & Jim N • Tyler & Ken

  14. Research Project Example Lee & Zhai, The Performance of Touch Screen Soft Buttons • Team 1: Introduction • What are potential research questions? • Team 2: Related Work • What is known about interacting with soft buttons? • Team 3: Basic Issues • What dimensions (?) of touch screens are important?

  15. Example (2) • Team 4: Methodology • What did the subjects do for Experiment 1? Why this design? • Team 5: Hard button results, Experiment 1 • How are the data summarized and analyzed? • Team 6: Soft button results, Experiment 1 • How are the data summarized and analyzed? • Team 7: Summary & Conclusions, Experiment 1 • What device is best?

  16. Lessons from Lee & Zhai • Subjects: 13 total – 9 men, 4 women • Overall design: practice, test, questionnaire/interview • Experiment structure: • Block • Trial

  17. Experimental Design • Within subjects • vs. Across subjects • Randomized order of conditions • Generating random numbers • Balanced Latin square design • Think Sudoku

  18. Experiment 1 • Conditions (10): button type + feedback type • Entry set (5): 1450 X 9276 = ; 8327 – 7231 = ; etc. • Order of entry set randomized • Block (3): Instances of ordered entry set • How many entry set arrangements are possible? • One subject generates 3 x 5 x 10 sets of data • Time, # of corrections

  19. Hard Buttons

  20. Inferring Design Principles • Augment soft buttons with synthetic feedback • Make soft buttons at least 10 mm wide • Provide automatic error correction for text entry using small buttons

  21. Interface Survey • Good interfaces of the week • Bad interfaces of the week

  22. Good Interfaces • Who says? • On what basis? • Why were your choices (of helpful interfaces) good? • What were the design principles that promoted “goodness”?

  23. Bad Interfaces • Same questions as for “good” • Who says? • On what basis? • What design principles were violated?

  24. Good and Bad • Generative User Engineering Principles (GUEPs) • Cognitive Dimensions (CDs) • of notation • of representation in an interface • of understanding NB. In this context a “dimension” is a factor (distinct from others factors)

  25. Next Time • Read Edge and Blackwell, Cognitive Dimensions Tradeoffs in Tangible User Interface Design • You find this paper by going towww.cl.cam.ac.uk/~afb21/CognitiveDimensions • Then choosing the link for the 10th Anniversary Workshop on CDs research • Create a concept map relating the ideas of the paper to one another • Use the concept map software • Make sure you include at least 12 concepts and maybe many more • Consult the papers by Thomas Green for more information • Research project presentation

  26. Research Team Meetings

  27. Modeling Actions • Task analysis: temporal (time) issues • GOMS analysis: method (how to) issues • Keystroke level analysis: operator (widget) issues

  28. Theory Collection Visual processing • Three-stage visual system • Preattentive processing theory (Triesman & Gormican) • Structured object perception theory (Biederman) • Scientific color theory (CIE)

  29. Theory Collection (2) Motor Behavior Models • Hick-Hyman Law: choice time • Keystroke-Level Model: error-free task completion time • Three-state model of graphical input (Buxton) • Fitts’ Law: human movement • Guiard’s Model of Bimanual Skill

  30. Theory Collection (3) Models of Computation • Finite state machine • Grammar in Backus-Naur form (BNF)

  31. Theory Collection (3) Task analysis • Describes the process the user chooses to reach a goal in a specific domain • Hierarchical model using ConcurTaskTrees Design principles • GUEPs • Cognitive Dimensions • Mental models

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