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Hci06 2

The document discusses various types of human-computer interfaces including early text-based websites, modern graphical websites, speech interfaces, mobile interfaces, shareable interfaces, tangible interfaces, wearable interfaces, and robotic interfaces. For each type of interface, the document outlines key characteristics, examples, advantages, and important research and design considerations.

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Chu Quang Huy
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0% found this document useful (0 votes)
52 views39 pages

Hci06 2

The document discusses various types of human-computer interfaces including early text-based websites, modern graphical websites, speech interfaces, mobile interfaces, shareable interfaces, tangible interfaces, wearable interfaces, and robotic interfaces. For each type of interface, the document outlines key characteristics, examples, advantages, and important research and design considerations.

Uploaded by

Chu Quang Huy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Web interfaces

• Early websites were largely text-based,


providing hyperlinks
• Concern was with how best to structure
information at the interface to enable
users to navigate and access it easily
and quickly
• Nowadays, more emphasis on making
pages distinctive, striking, and
pleasurable
Useit.com
Swim
Usability versus
attractiveness debate
• Vanilla or multi-flavor design?
– Ease of finding something versus aesthetic
and enjoyable experience
• Web designers are:
– “thinking great literature”
• Users read the web like a:
– “billboard going by at 60 miles an hour”
(Krug, 2000)
• Need to determine how to brand a web
page to catch and keep ‘eyeballs’
Research and design issues
• Web interfaces are getting more like
GUIs
• Need to consider how best to design,
present, and structure information and
system behavior
• But also content and navigation are
central
• Veen’s design principles
(1)Where am I?
(2)Where can I go?
(3) What’s here?
Activity
• Look at the Nike.com website
• What kind of website is it?
• How does it contravene the design
principles outlined by Veen?
• Does it matter?
• What kind of user experience is it
providing for?
• What was your experience of engaging
with it?
Nike.com
Speech interfaces
• Where a person talks with a system
that has a spoken language application,
e.g., timetable, travel planner
• Used most for inquiring about very
specific information, e.g., flight times or
to perform a transaction, e.g., buy a
ticket
• Also used by people with disabilities
– e.g., speech recognition word processors,
page scanners, web readers, home control
systems
Have speech interfaces come
of age?
Get me a human operator!
• Most popular use of speech interfaces
currently is for call routing
• Caller-led speech where users state
their needs in their own words
– e.g., “I’m having problems with my voice
mail”
• Idea is they are automatically
forwarded to the appropriate service
• What is your experience of such
systems?
Format
• Directed dialogs are where the system is in
control of the conversation
• Ask specific questions and require specific
responses
• More flexible systems allow the user to take
the initiative:
– e.g., “I’d like to go to Paris next Monday for two
weeks.”
• More chance of error, since caller might
assume that the system is like a human
• Guided prompts can help callers back on track
– e.g., “Sorry I did not get all that. Did you say you
wanted to fly next Monday?”
Research and design issues
• How to design systems that can keep
conversation on track
– help people navigate efficiently through a
menu system
– enable them to easily recover from errors
– guide those who are vague or ambiguous in
their requests for information or services
• Type of voice actor (e.g., 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?
Mobile interfaces
• Handheld devices intended to be used
while on the move, e.g., PDAs, cell
phones
• Applications running on handhelds have
greatly expanded, e.g.,
– used in restaurants to take orders
– car rentals to check in car returns
– supermarkets for checking stock
– in the streets for multi-user gaming
– in education to support life-long learning
Mobile challenges
• Small screens, small number of keys
and restricted number of controls
• Innovative designs including:
– roller wheels, rocker dials, up/down ‘lips’ on
the face of phones, 2-way and 4-way
directional keypads, softkeys, silk-screened
buttons
• Usability and preference for these
control devices varies
– depends on the dexterity and commitment
of the user
Mobile devices for special
needs
Simple or complex phone for
you and your grandmother?
Research and design issues
• Despite many advances mobile
interfaces can be tricky and
cumbersome to use, c.f.GUIs
• Especially for those with poor
manual dexterity or ‘fat’ fingers
• Key concern is designing for small
screen real estate and limited
control space
Shareable interfaces
• Shareable interfaces are 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, e.g., Mitsubishi’s DiamondTouch
and Sony’s Smartskin
A smartboard
DiamondTouch Tabletop
Advantages
• Provide a large interactional space that
can support flexible group working
• Can be used by multiple users
– can point to and touch information being
displayed
– simultaneously view the interactions and
have same shared point of reference as
others
• Can support more equitable
participation compared with groups
using single PC
The Drift Table
Research and design issues
• More fluid and direct styles of interaction
involving freehand and pen-based gestures
• 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
Tangible interfaces
• Type of sensor-based interaction, where
physical objects, e.g., bricks, are
coupled with digital representations
• When a person manipulates the
physical object/s it causes a digital
effect to occur, e.g. an animation
• Digital effects can take place in a
number of media and places or can be
embedded in the physical object
Examples
• Chromarium cubes
– when turned over digital animations of color are
mixed on an adjacent wall
– faciliates creativity and collaborative exploration
• Flow Blocks
– depict changing numbers and lights embedded in the
blocks
– vary depending on how they are connected together
• Urp
– physical models of buildings moved around on
tabletop
– used in combination with tokens for wind and
shadows -> digital shadows surrounding them to
change over time
Chromarium cubes
Flow blocks
Urp
Benefits
• Can be held in both hands and combined and
manipulated in ways not possible using other
interfaces
– allows for more than one person to explore the
interface together
– objects can be placed on top of each other, beside
each other, and inside each other
– encourages different ways of representing and
exploring a problem space
• People are able to see and understand
situations differently
– can lead to greater insight, learning, and problem-
solving than with other kinds of interfaces
– can facilitate creativity and reflection
Research and design issues
• Develop new conceptual frameworks that
identify novel and specific features
• The 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 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
Wearable interfaces
• First developments was head- and eyewear-
mounted cameras that enabled user to record
what seen and to access digital information
• Since, jewelery, head-mounted caps, smart
fabrics, glasses, shoes, and jackets have all
been used
– provide the user with a means of interacting with
digital information while on the move
• Applications include automatic diaries and
tour guides
Steve Mann - pioneer of
wearables
Research and design issues
• 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?
Robotic interfaces
• Four types
– remote robots used in hazardous settings
– domestic robots helping around the house
– pet robots as human companions
– sociable robots that work collaboratively
with humans, and communicate and
socialize with them – as if they were our
peers
Advantages
• Pet robots have therapeutic qualities,
being able to reduce stress and
loneliness
• Remote robots can be controlled to
investigate bombs and other dangerous
materials
Research and design issues
• How do humans react to physical robots
designed to exhibit behaviors (e.g., 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 (e.g., pressing buttons to issue
commands)?
Which interface?
• Is multimedia better than tangible interfaces for
learning?
• Is speech as effective as a command-based interface?
• Is a multimodal interface more effective than a
monomodal interface?
• Will wearable interfaces be better than mobile interfaces
for helping people find information in foreign cities?
• Are virtual environments the ultimate interface for
playing games?
• Will shareable interfaces be better at supporting
communication and collaboration compared with using
networked desktop PCs?
Which interface?
• Will depend on task, users, context, cost,
robustness, etc.
• Much system development will continue for
the PC platform, using advanced GUIs, in the
form of multimedia, web-based interfaces, and
virtual 3D environments
– Mobile interfaces have come of age
– Increasing number of applications and software
toolkits available
– Speech interfaces also being used much more for a
variety of commercial services
– Appliance and vehicle interfaces becoming more
important
– Shareable and tangible interfaces entering our
homes, schools, public places, and workplaces
Summary
• Many innovative interfaces have emerged post
the WIMP/GUI era, including speech,
wearable, mobile, and tangible
• Many new design and research questions need
to be considered to decide which one to use
• Web interfaces are becoming more like
multimedia-based interfaces
• An important concern that underlies the
design of any kind of interface is how
information is represented to the user so they
can carry out ongoing activity or task

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