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Human-Computer Interaction

Human-Computer Interaction. Week 5 LBSC 690 Information Technology. Agenda. Questions HCI overview Input and output devices Interface design Interaction design Evaluation. What are Humans Good At?. Sense low level stimuli Recognize patterns Reason inductively

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Human-Computer Interaction

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  1. Human-Computer Interaction Week 5 LBSC 690 Information Technology

  2. Agenda • Questions • HCI overview • Input and output devices • Interface design • Interaction design • Evaluation

  3. What are Humans Good At? • Sense low level stimuli • Recognize patterns • Reason inductively • Communicate with multiple channels • Apply multiple strategies • Adapt to changes or unexpected events

  4. What are Computers Good At? • Sense stimuli outside human’s range • Calculate quickly and accurately • Store large quantities and recall accurately • Respond rapidly and consistently • Perform repetitive actions reliably • Work under heavy load for an extended period

  5. Synergy Humans do what they are good at Computers do what they are good at Strengths of one cover weakness of the other

  6. The Discipline of HCI From ACM SIGCHI Curricula for Human-Computer Interaction

  7. Types of Applications • Life critical • Low error rate first and foremost • Justifies an enormous design and testing effort • Custom Commercial • Speed and error rate • Office and Home • Easy learning, high user satisfaction, low cost • Creative • User needs assessment is very challenging

  8. User Characteristics • Physical • Anthropomorphic (height, left handed, etc.) • Age (mobility, dexterity, etc.) • Cognitive • Perceptual • Sight, hearing, etc. • Personality • Including cultural factors

  9. Modeling Interaction Human Mental Models Sight Sound System Task Hands Voice Software Models Keyboard Mouse Task User Display Speaker Computer

  10. Discussion Point: Mental Models • As a user, what do you need to know about a machine in order to interact with it effectively?

  11. Mental Models • How the user thinks the machine works • What actions can be taken? • What results are expected from an action? • How should system output be interpreted? • Mental models exist at many levels • Hardware, operating system, and network • Application programs • Information resources

  12. The GOMS Perspective • Goals • What the user is trying to achieve • Operators • What capabilities the system provides • Methods • How those capabilities can be used • Selection strategies • Which method to choose in a specific case

  13. Input Devices • Text • Keyboard, optical character recognition • Speech recognition, handwriting recognition • Direct manipulation • 2-D: mouse, trackball, touch pad, touch panel • 3-D: wand, data glove • Remote sensing • Camera, speaker ID, head tracker, eye tracker

  14. Keyboard • Produces character codes • ASCII: American English • Latin-1: European languages • UNICODE: (nearly) Any language • Pictographic languages need “entry methods” • Keyboard shortcuts help with data entry • Different conventions for standard tasks abound • VT-100 standard” functions are common • Differing layouts can inhibit usability

  15. Design Example: QWERTY Keyboard From http://home.earthlink.net/~dcrehr/whyqwert.html

  16. Dvorak Keyboard From http://www.mwbrooks.com/dvorak/

  17. 2-D Direct Manipulation • Match control actions with on-screen behavior • Use a cursor for visual feedback if needed • Rotary devices • Mouse, trackball • Linear devices • Touch pad, touch screen, iPod shuttle, joystick • Rate devices • Laptop eraserhead

  18. Modeling Interaction Human Mental Models Sight Sound System Task Hands Voice Software Models Keyboard Mouse Task User Display Speaker Computer

  19. Human Senses • Visual • Position/motion, color/contrast, symbols • Auditory • Position/motion, tones/volume, speech • Haptic • Mechanical, thermal, electrical, kinesthethic • Olfactory • Smell, taste • Vestibular

  20. Computer Output • Image display • Fixed view, movable view, projection • Acoustic display • Headphones, speakers, within-ear monitors • Tactile display • vibrotactile, pneumatic, piezoelectric • Force feedback • dexterous handmaster, joystick, pen

  21. Computer Output • Inertial Display • Motion-based simulators • Olfactory Display • Chemical (requires resupply) • Locomotive display • Stationary bicycle, treadmill, ... (trip hazards) • Temperature Display

  22. Interaction Styles • Graphical User Interfaces (GUI) • Direct manipulation (2D, 3D) • Menus • Language-based interfaces • Command line interfaces • Interactive voice response systems • Virtual Reality (VR) • Direct manipulation • Ubiquitous computing

  23. WIMP Interfaces • Windows • Spatial context • Icons • Direct manipulation • Menus • Hierarchy • Pointing devices • Spatial interaction

  24. GUI Components • Windows (and panels) • Resize, drag, iconify, scroll, destroy • Selectors • Menu bars, pulldown lists • Buttons • Labeled buttons, radio buttons, checkboxes • Icons (images) • Select, open, drag, group

  25. Direct Manipulation • Select a metaphor • Desktop, CD player, map, … • Use icons to represent conceptual objects • Watch out for cultural differences • Manipulate those objects with feedback • Select (left/right/double click), move (drag/drop)

  26. Spreadsheets: Direct Manipulation

  27. Menus • Conserve screen space by hiding functions • Menu bar, pop-up • Can hierarchically structured • By application’s logic • By convention (e.g., where is the print function?) • Tradeoff between breadth and depth • Too deep  can become hard to find things • Too broad  becomes direct manipulation

  28. Dynamic Queries • What to do when menus become too deep • Merges keyboard and direct manipulation • Select menu items by typing part of a word • After each letter, update the menu • Once the word is displayed, user can click on it • Example: Windows help index

  29. Language-Based Interfaces • Command Entry • Compact and flexible • Powerful in the hands of expert users • Difficult for novices to learn • Natural Language • Intuitive and expressive • Ambiguity makes reliable interpretation difficult

  30. Ben’s “Seamless Interfaces” • Informative feedback • Easy reversal • User in control • Anticipatable outcomes • Explainable results • Browsable content • Limited working memory load • Query context • Path suspension • Alternatives for novices and experts • Scaffolding

  31. Doug’s “Synergistic Interaction” • Interdependence with process • Co-design with search strategy, Speed • System initiative • Guided process, exposing the structure of knowledge • Support for reasoning • Representation of uncertainty • Meaningful dimensions • Synergy with features used for search • Weakness of similarity, Strength of language • Easily learned • Familiar metaphors (timelines, ranked lists, maps)

  32. Demo: Lighthouse • Language for searching • Language for results (1-D list) • 3-D direct manipulation similarity search • Table display for timeline (2-D)

  33. Design Critique • www.philipglass.com • http://www.michaelkamen.com/

  34. Aural Perception • We respond to sounds without prior focus • Lack of focus limits simultaneous stimuli • Absolute amplitude & pitch hard to interpret • But changes stand out clearly • Stereo effect provides a sense of direction • Relative amplitude, phase difference

  35. Speech Output • Replay of digitized speech clips • High fidelity, but limited vocabulary • Speech Synthesis • Generate spoken output from unrestricted input • Based on pronunciation rules and lists of exceptions • Sounds unnatural due to misplaced emphasis • Prosody-guided speech synthesis • Use pronunciation of similar words as a guide

  36. Auditory Display • Nonspeech audio output for user interfaces • Same objectives as graphical output: • Alert the user to exceptional conditions • Provide ubiquitous feedback • Present information • But different characteristics • Effective even without focus • Fairly low resolution

  37. Auditory Display Design • Need a metaphor • Clock ticking, alarm bells, keyboard clicks, etc. • Channel is easily overloaded • Focus helps manage cognitive load • Changes are more useful than values • Pitch, amplitude, position, harmonics, etc.

  38. An Auditory Image Display • Display 2-D images using only sound • Sweep from left to right every second • Audible pause and click between sweeps • Top pixels are high frequency, bottom are low • Blind users can detect objects and motion • Time indicates horizontal position • Pitch indicates vertical position • Sweep-to-sweep differences indicate motion http://www.visualprosthesis.com/javoice.htm

  39. Interactive Voice Response Systems • Operate without graphical interfaces • Hands-free operation (e.g., driving) • Telephone access • Built on three technologies • Speech recognition (input) • Text-to-speech (output) • Dialog management (control) • Example: TellMe (1-800-555-TELL)

  40. Dialogue Management • User initiative • System initiative • Allows a smaller vocabulary • Mixed initiative (e.g., barge in)

  41. Interaction Design San Francisco Oakland San Jose Baltimore National Dulles Anywhere else Not a day Where do you want to go? What day do you want to travel? Where are you departing from? Another day Anywhere else Sorry Day when there are flights Wrong Goodbye Verification Confirmed

  42. Evaluation Measures • Time to learn • Speed of performance • Error rate • Retention over time • Subjective satisfaction

  43. Evaluation Approaches • Extrinsic vs. intrinsic • Formative vs. summative • Human subjects vs. simulated users • Deductive vs. abductive

  44. Summary • HCI design starts with user needs + abilities • Users have a wide range of both • Users must understand their tools • And these tools can learn about their user! • Many techniques are available • Direct manipulation, languages, menus, etc. • Choosing the right technique is important • LBSC 795 in Spring 2006 has this focus

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