Human & Computer Interaction: Shri Jai Narain P.G College
Human & Computer Interaction: Shri Jai Narain P.G College
G COLLEGE
(ASSOCIATED COLLEGE LUCKNOW UNIVERSITY – ACREDITED ‘A’ GRADE BY NAAC)
DEPARTMENT OF COMPUTER
SCIENCE
(SESSION: 2022 – 2025)
ASSIGNMENT TOPIC
HUMAN &
COMPUTER
INTERACTION
SUBMITTED BY SUBMITTED TO
Objectives:
UNIT – II
UNIT – III
Screen Designing: Design goals – Screen planning and purpose, organizing screen elements,
ordering of screen data and content – screen navigation and flow – Visually pleasing
composition – amount of information – focus and emphasis – presentation information
simply and meaningfully – information retrieval on web – statistical graphics – Technological
consideration in interface design.
UNIT – IV
Windows – New and Navigation schemes selection of window, selection of devices based
and screen based controls, Components – text and messages, Icons and increases –
Multimedia, colors, uses problems, choosing colors.
UNIT – V
Software tools – Specification methods, interface – Building Tools, Interaction Devices –
Keyboard and function keys – pointing devices – speech recognition digitization and
generation – image and video displays – drivers.
TEXT BOOKS : 1. The essential guide to user interface design, Wilbert O Galitz, Wiley
DreamaTech. 2. Designing the user interface. 3rd Edition Ben Shneidermann , Pearson
Education Asia.
REFERENCES: 1. Human – Computer Interaction. ALAN DIX, JANET FINCAY, GRE GORYD,
ABOWD, RUSSELL BEALG, PEARSON. 2. Interaction Design PRECE, ROGERS, SHARPS. Wiley
Dreamtech, 3. User Interface Design, Soren Lauesen , Pearson Education.
OUTCOMES:
After completing this course students must be able to demonstrate the knowledge and
ability on
1
Unit
I
INDEX Topic
15 IV Components 47
16 V Software tools 86
18 V Interaction Devices 88
DEFINITION
• "Human-computer interaction is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them."
GOALS
Human-computer interaction is the study, planning, and design of how people and computers
work together so that a person's needs are satisfied in the most effective way.
HCI designers must consider a variety of factors:
o What people want and expect, physical limitations and abilities people possess,
o How information processing systems work,
o What people find enjoyable and attractive.
o Technical characteristics and limitations of the computer hardware and software must
also be considered.
The user interface is to the part of a computer and its software that people can see, hear, touch,
talk to, or otherwise understand or direct.
The user interface has essentially two components: input and output.
Input is how a person communicates his / her needs to the computer.
o Some common input components are the keyboard, mouse, trackball, one's finger, and
one's voice
Output is how the computer conveys the results of its computations and requirements to
the user.
With today's technology and tools, and our motivation to create really effective and usable
interfaces and screens, why do we continue to produce systems that are inefficient and
confusing or, at worst, just plain unusable? Is it because:
• We don't care?
• We don't possess common sense?
• We don't have the time?
• We still don't know what really makes good design?
• But we never seem to have time to find out what makes good design, nor to properly apply it.
After all, many of us have other things to do in addition to designing interfaces and screens.
• So we take our best shot given the workload and time constraints imposed upon us. The
result, too often, is woefully inadequate.
• Interface and screen design were really a matter of common sense , we developers would
have been producing almost identical screens for representing the real world.
• The Xerox systems, Altus and STAR, introduced the mouse and pointing and selecting
as the primary human-computer communication method.
• The user simply pointed at the screen, using the mouse as an intermediary.
• These systems also introduced the graphical user interface as we know it a new concept
was born, revolutionizing the human-computer interface.
• While developers have been designing screens since a cathode ray tube display was first
attached to a computer, more widespread interest in the application of good design
principles to screens did not begin to emerge until the early 1970s, when IBM introduced
its 3270 cathode ray tube text-based terminal.
• A 1970s screen often resembled the one pictured in Figure.
It usually consisted of many fields (more than are illustrated here) with very cryptic and
often unintelligible captions.
• It was visually cluttered, and often possessed a command field that challenged the user to
remember what had to be keyed into it.
• Ambiguous messages often required referral to a manual to interpret.
• Effectively using this kind of screen required a great deal of practice and patience.
• Most early screens were monochromatic, typically presenting green text on black
backgrounds.
• At the turn of the decade guidelines for text-based screen design were finally made
widely available and many screens began to take on a much less cluttered look through
concepts such as grouping and alignment of elements, as illustrated in Figure 1.2.
• User memory was supported by providing clear and meaningful field captions and by
listing commands on the screen, and enabling them to be applied, through function keys.
Messages also became clearer.
• These screens were not entirely clutter-free, however. Instructions and reminders to the
user had to be inscribed on the screen in the form of prompts or completion aids such as
the codes PR and Sc.
• Not all 1980s screens looked like this, however. In the 1980s, 1970s-type screens were
still being designed, and many still reside in systems today.
The entry field was supplemented by a multitude of other kinds of controls, including list boxes,
drop-down combination boxes, spin boxes, and so forth.
These new controls were much more effective in supporting a person's memory, now simply
allowing for selection from a list instead of requiring a remembered key entry.
Completion aids disappeared from screens, replaced by one of the new listing controls. Screens
could also be simplified, the much more powerful computers being able to quickly present a new
screen.
In the 1990s, our knowledge concerning what makes effective screen design continued to expand.
Coupled with ever-improving technology, the result was even greater improvements in the user-
computer screen interface as the new century dawned.
In a graphical interface the primary interaction mechanism is a pointing device of some kind.
This device is the electronic equivalent to the human hand. What the user interacts with is a
collection of elements referred to as objects.
Objects are always visible to the user and are used to perform tasks.
People perform operations, called actions, on objects. The operations include accessing and
modifying objects by pointing, selecting, and manipulating. All objects have standard resulting
behaviors.
ADVANTAGES
DISADVANTAGES
The system is portrayed as an extension of the real world: It is assumed that a person is already
familiar with the objects and actions in his or her environment of interest.
The system simply replicates them and portrays them on a different medium, the screen.
A person has the power to access and modify these objects, among which are windows.
A person is allowed to work in a familiar environment and in a familiar way, focusing on the data,
not the application and tools
The physical organization of the system, which most often is unfamiliar, is hidden from view and is
not a distraction.
Continuous visibility of objects and actions: Like one's desktop, objects are continuously visible.
Reminders of actions to be performed are also obvious, labeled buttons replacing complex syntax and
command names.
A piece of paper on one's desk maintains a constant size, never shrinking or growing. Windows can do
both. Solving this problem required embedding a control panel, a familiar concept to most people, in a
window's border.
This control panel is manipulated, not the window itself. Actions are rapid and incremental with
visible display of results; the results of actions are immediately displayed visually on the screen in
their new and current form.
Auditory feedback may also be provided. The impact of a previous action is quickly seen, and the
evolution of tasks is continuous and effortless. Incremental actions are easily reversible.
• Visual presentation is the visual aspect of the interface. It is what people see on the screen.
• The sophistication of a graphical system permits displaying lines, including drawings and
icons.
• It also permits the displaying of a variety of character fonts, including different sizes and
styles.
• The display of 16 million or more colors is possible on some screens. Graphics also permit
animation and the presentation of photograph and motion video.
The meaningful interface elements visually presented to the user in a graphical System include
windows (primary, secondary, or dialog boxes), menus (menu bar, pull down, pop- up, cascading),
icons to represent objects such as programs or files, assorted screen-based controls (text boxes, list
boxes, combination boxes, settings, scroll bar and buttons), and a mouse pointer and cursor.
The objective is to reflect visually on screen the real world of the user as realistically, meaningfully,
simply, and clearly possible.
Restricted Set of Interface Options: The array of alternatives available to the user is what is presented
on the screen or may be retrieved through what is presented on the screen, nothing less, and nothing
more. This concept fostered the acronym WYSIWYG.
Pick-and-Click Interaction: Elements of a graphical screen upon which some action is to be performed
must first identified.
o The motor activity required of a person to identify this element for a proposed action is
commonly referred to as pick, the signal to perform an action as cue.
o The primary mechanism for performing this pick-and-click is most often the mouse and its
buttons.
o The user moves the mouse pointer to the relevant element (pick) and the action is signaled
(click).
o Pointing allows rapid selection and feedback. The hand and mind seem to work smoothly and
efficiently together.
o The secondary mechanism for performing these selection actions is the keyboard most systems
permit pick-and-click to be performed using the keyboard as well.
Visualization: Visualization is a cognitive process that allows people to understand Information that
is difficult to perceive, because it is either too voluminous or too abstract.
• The best visualization method for an activity depends on what People are trying to learn from
the data.
• The goal is not necessarily to reproduce a really graphical image, but to produce one that
conveys the most relevant information.
• Effective visualizations can facilitate mental insights, increase productivity, and for faster and
more accurate use of data.
Object Orientation: A graphical system consists of objects and actions. Objects are what people see
on screen. They are manipulated as a single unit.
• Objects can be composed of sub objects. For example, an object may be a document. The
document's sub objects may be a paragraph, sentence, word, and letter.
A container often influences the behavior of its content. It may add or suppress certain properties or
operations of objects placed within it, control access to its content, or control access to kinds of
objects it will accept. These relationships help define an object's type. Similar traits and behaviors
exist in objects of the same object type.
Another important object characteristic is persistence. Persistence is the maintenance of a state once
it is established. An object's state (for example, window size, cursor location, scroll position, and so
on) should always be automatically preserved when the user changes it.
Use of Recognition Memory: Continuous visibility of objects and actions encourages use of a
person's more powerful recognition memory. The "out of sight, out of mind" problem is eliminated
The expansion of the World Wide Web since the early 1990s has been truly amazing. Once simply a
communication medium for scientists and researchers, its many and pervasive tentacles have spread
deeply into businesses, organizations, and homes around the world.
Unlike earlier text-based and GUI systems that were developed and nurtured in an organization's
Data Processing and Information Systems groups, the Web's roots were sown in a market-driven
society thirsting for convenience and information.
Web interface design is essentially the design of navigation and the presentation of information. It is
about content, not data.
Proper interface design is largely a matter of properly balancing the structure and relationships of menus,
content, and other linked documents or graphics. The design goal is to build a hierarchy of menus and pages
that feels natural, is well structured, is easy to use, and is truthful.
Web interface design is difficult for a number of reasons. First, its underlying design language,
HTML, was never intended for creating screens to be used by the general population.
Its scope of users was expected to be technical. HTML was limited in objects and interaction styles
and did not provide a means for presenting information in the most effective way for people.
Next, browser navigation retreated to the pre-GUI era. This era was characterized by a "command"
field whose contents had to be learned, and a navigational organization and structure that lay hidden
beneath a mostly dark and blank screen.
GUIs eliminated the absolute necessity for a command field, providing menus related to the task and
the current contextual situation.
Browser navigation is mostly confined to a "Back" and "Forward" concept, but "back-to where" and
"forward-to where" is often unremembered or unknown.
Web interface design is also more difficult because the main issues concern information Architecture
and task flow, neither of which is easy to standardize.
It is more difficult because of the availability of the various types of multimedia, and the desire of
many designers to use something simply because it is available.
It is more difficult because users are ill defined, and the user's tools so variable in nature.
The ultimate goal of a Web that feels natural, is well structured, and is easy to use will reach fruition.
• It allows millions of people scattered across the globe to communicate, access information,
publish, and be heard
• It allows people to control much of the display and the rendering of Web pages
• Aspects such as typography and colors can be changed, graphics turned off, and decisions
made whether or not to transmit certain data over non secure channels or whether to accept or
refuse cookies.
• Web usage has reflected this popularity. The number of Internet hosts has risen dramatically
• In 1984, hosts online exceeded 1,000;
HUMAN COMPUTER INTERACTION Page 12
• In 1987, 10,000;
• In 1989,100,000,
• In 1990, 300,000;
• In 1992 hosts exceeded one million.
• Commercialization of the Internet saw even greater expansion of the growth rate. In 1993,
Internet traffic was expanding at a 341,634 percent annual growth rate. In 1996, there were
nearly 10 million hosts online and 40 million connected people (PBS Timeline).
• User control has had some decided disadvantages for some Web site owners as well.
• Users have become much more discerning about good design.
• Slow download times, confusing navigation, confusing page organization, disturbing
animation, or other undesirable site features often results in user abandonment of the site for
others with a more agreeable interface.
• People are quick to vote with their mouse, and these warnings should not go unheeded.
WEB
• An interface must really be just an extension of a person. This means that the system and
its software must reflect a person's capabilities and respond to his or her specific needs.
• The design of the Xerox STAR was guided by a set of principles that evolved over its
lengthy development process. These principles established the foundation for graphical
interfaces.
• Displaying objects that are selectable and Mani pulable must be created.
• A design challenge is to invent a set of displayable objects that are represented
meaningfully and appropriately for the intended application.
• It must be clear that these objects can be selected, and how to select them must be Self-
evident.
• When they are selected should also be obvious, because it should be clear that the
selected object will be the focus of the next action. Standalone icons easily fulfilled this
requirement.
• The handles for windows were placed in the borders.
• Visual order and viewer focus: Attention must be drawn, at the proper time, to the
important and relevant elements of the display. Effective visual contrast between various
components of the screen is used to achieve this goal. Animation is also used to draw
attention, as is sound.
Aesthetically Pleasing
Provide visual appeal by following these presentation and graphic design principles:
• Provide meaningful contrast between screen elements.
• Create groupings.
• Align screen elements and groups.
• Provide three-dimensional representation.
• Use color and graphics effectively and simply.
Clarity
Compatibility
Provide compatibility with the following:
- The user
- The task and job
- The Product
- Adopt the User’s Perspective
Configurability
Permit easy personalization, configuration, and reconfiguration of settings.
- Enhances a sense of control
- Encourages an active role in understanding
Comprehensibility
A system should be easily learned and understood: A user should know the following:
- What to look at
- What to do
- When to do it
- Where to do it
- Why to do it
- How to do it
The flow of actions, responses, visual presentations, and information should be in a sensible
order that is easy to recollect and place in context.
Consistency
A system should look, act, and operate the same throughout. Similar components should:
- Have a similar look.
- Have similar uses.
- Operate similarly.
• The same action should always yield the same result
• The function of elements should not change.
• The position of standard elements should not change.
Control
The user must control the interaction.
- Actions should result from explicit user requests.
- Actions should be performed quickly.
- Actions should be capable of interruption or termination.
- The user should never be interrupted for errors
• The context maintained must be from the perspective of the user.
PSYCHOLOGICAL
• Confusion: Detail overwhelms the perceived structure. Meaningful patterns are difficult
to ascertain, and the conceptual model or underlying framework cannot be understood
or established.
• Annoyance: Roadblocks that prevent a task being completed, or a need from being
satisfied, promptly and efficiently lead to annoyance. Inconsistencies in design slow
computer reaction times, difficulties in quickly finding information, out dated
information, and visual screen distractions are a few of the many things that may annoy
users.
• Panic or stress: Unexpectedly long delays during times of severe or unusual pressure
may introduce panic or stress. Some typical causes are unavailable systems or long
response times when the user is operating under a deadline or dealing with an irate
customer.
• Boredom: Boredom results from improper computer pacing (slow response times or
long download times) or overly simplistic jobs.
• These psychological responses diminish user effectiveness because they are severe
blocks to concentration.
--Thoughts irrelevant to the task at hand are forced to the user’s attention, and
necessary concentration is impossible.
--The result, in addition to higher error rates, is poor performance, anxiety, and
dissatisfaction Physical.
• Psychological responses frequently lead to, or are accompanied by, the following
physical reactions.
• Abandonment of the system: The system is rejected and other information sources are
relied upon. These sources must, of course, be available and the user must have the
discretion to perform the rejection.
• Partial use of the system: Only a portion of the system's capabilities are used, usually
those operations that are easiest to perform or that provide the most benefits.
Historically, this has been the most common user reaction to most computer systems.
Many aspects of many systems often goon used.
• Indirect use of the system: An intermediary is placed between the would-be user and
the computer. Again, since this requires high status and discretion, it is another typical
response of managers or others with authority.
• Modification of the task: The task is changed to match the capabilities of the system.
This is a prevalent reaction when the tools are rigid and the problem is unstructured, as
in scientific problem solving.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This
requires significant knowledge of the system and may affect system integrity.
• Direct programming: The system is reprogrammed by its user to meet specific needs.
This is a typical response of the sophisticated worker.
• These physical responses also greatly diminish user efficiency and effectiveness. They
force the user to rely upon other information sources, to fail to use a system's complete
capabilities, or to perform time-consuming "work-around" actions
• Importance in design is perception, memory, visual acuity, fovea and peripheral vision,
sensory storage, information processing, learning, skill, and individual differences.
• Perception
• Proximity
• Similarity
• Matching patterns
• Succinctness
• Closure
• Unity
• Continuity
• Balance
• Expectancies
• Context
• Signals versus noise
• Memory: Memory is not the most stable of human attributes, as anyone who has forgotten
why they walked into a room, or forgotten a very important birthday, can attest.
• -Short-term, or working, memory.
- Long-term memory
- Mighty memory
- Sensory Storage
• Mental Models: As a result of our experiences and culture, we develop mental models
of things and people we interact with.
• A mental model is simply an internal representation of a person's current understanding
• Learning: Learning, as has been said, is the process of encoding in long-term memory
information that is contained in short-term memory.
• It is a complex process requiring some effort on our part. Our ability to learn is
important-it clearly differentiates people from machines.
• Given enough time people can improve the performance in almost any task. Too often,
however, designers use our learning ability as an excuse to justify complex design.
• A design developed to minimize human learning time can greatly accelerate human
performance.
• People prefer to stick with what they know, and they prefer to jump in and get started.
Unproductive time spent learning is something frequently avoided.
• Skill: The goal of human performance is to perform skillfully. To do so requires linking
inputs and responses into a sequence of action. The essence of skill is performance of
actions or movements in the correct time sequence with adequate precision. It is
characterized by consistency and economy of effort.
• Economy of effort is achieved by establishing a work pace that represents optimum
efficiency.
• It is accomplished by increasing mastery of the system through such things as
progressive learning of shortcuts, increased speed, and easier access to information or
data.
• Skills are hierarchical in nature, and many basic skills may be integrated to form
increasingly complex ones. Lower-order skills tend to become routine and may drop
out of consciousness.
• System and screen design must permit development of increasingly skillful
performance.
• Individual Differences: In reality, there is no average user. A complicating but very
advantageous human characteristic is that we all differ-in looks, feelings, motor
JOB/TASK/NEED
PHYSICAL CHARACTRISTICS
• The speed at which people can perform using various communication methods has been
studied by a number of researchers.
• Reading: The average adult, reading English prose in the United States, has a reading
speed in the order of 250-300 words per minute. Proof reading text on paper has been
found to occur at about 200 words per minute, on a computer monitor, about 180 words
per minute.
• One technique that has dramatically increased reading speeds is called Rapid Serial
Visual Presentation, or RSVP. In this technique single words are presented one at a
time in the center of a screen. New words continually replace old words at a rate set by
the reader. For a sample of people whose paper document reading speed was 342 words
per minute? (With a speed range of 143 to 540 words per minute.) Single words were
READING
LISTENING
KEYING
• Typewriter
Fast typist: 150 words per minute and higher Average typist: 60-70 words per
minute
• Computer
Transcription: 33 words per minute Composition: 19 words per minute
• Two finger typists
Memorized text: 37 words per minute Copying text: 27 words per minute
• Hand printing
Memorized text: 31 words per minute. Copying text: 22 words per minute.
UNDERSTAND THE BUSINESS JUNCTIONS
DIRECT METHODS
INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor Questionnaire
• Electronic Surveyor Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
• Major system functions are listed and described, including critical system inputs and outputs.
A flowchart of major functions is developed. The process the developer will use is summarized
as follows: Gain a complete understanding of the user's mental model based upon:
• The user's needs and the user's profile.
• A user task analysis.
• Develop a conceptual model of the system based upon the user's mental model. This
includes:
• Defining objects.
• Developing metaphors
SCREEN DESIGNING
Design goals
• Reduce visual work
• Reduce intellectual work
• Reduce memory work
• Reduce mentor work
• Eliminate burdens or instructions.
Must
• Have meaning to screen users
• Serve a purpose in performing task organizing screen elements
Consistency
• Provide real world consistency
• Provide internal consistency
• Divide information into units that are logical, meaningful and sensible.
• Organize by interrelationships between data or information.
• Provide an ordering of screen units of elements depending on priority.
• Possible ordering schemes include
• Conventional
• Sequence of use
• Frequency of use
• Function
• Importance
• General to specific.
• Form groups that cover all possibilities.
• Ensure that information is visible.
• Ensure that only information relative to task is presented on screen.
• Organizational scheme is to minimize number of information variables.
• Upper left starting point
• Provide an obvious starting point in the screen’s upper left Corner.
• Locate the most important and most frequently used elements or controls at top left.
• Maintain top to bottom, left to right flow.
• Assist in navigation through a screen by
• Maintain top to bottom, left to right through the screen. This top to bottom orientation is
Recommended for information entry for the following reasons–
Balance
Symmetry
Regularity
Predictability
Sequentially
Economy
Unity
Proportion
Simplicity
Groupings
Balance: Create screen balance by providing an equal weight of screen elements, left
and right, top and bottom.
Balance Instability
Symmetry: Create symmetry by replicating elements left and right of the screen
centerline.
Symmetry Asymmetry
Predictability Spontaneity
Control Control
icon Title Bar icons
Menu Bar
Button Button Button
Menu Bar
Control Control Control Control Control
icon
Sequentiality: Provide sequentiality by arranging elements to guide the eye through the screen in an
obvious, logical, rhythmic, and efficient manner.
Sequentiality Randomness
Economy: Provide economy by using as few styles, display techniques, and colors as possible.
Economy Intricacy
Unity Fragmentation
Proportion: Create windows and groupings of data or text with aesthetically pleasing proportions.
Square
1:1
Square-root
of two Square-root
1:1.414 of three
1:1.732
Golden
rectangle Double
1:1.618 square
1:2
Simplicity: Optimize the number of elements on a screen, within the limits of clarity. Minimize the
alignment points, especially horizontal and vertical.
Simplicity Complexity
• Provide legibility
• Provide readability
• Present information in usable form
• Utilize contrasting display features
• Create visual lines
• Be consistent
STATISTICAL GRAPHICS
• A statistical graphic is data presented in a graphical format.
• A well-designed statistical graphic also referred to as chart or graph.
• Use of statistical graphics
- Reserve for material that is rich, complex or difficult.
• Data Presentation
• emphasize the data
• Minimize non data elements
• Minimize redundant data
• Fill the graph’s available area with data.
• Show data variation
• Provide proper context for data interpretation.
• Scales and shading
- Place ticks to marks scales on the outside edge of each axis.
- Employ a linear scale.
- mark scales at standard or customary intervals
- Start a numeric scale at zero.
- Display only a single scale on axis.
- Provide aids for scale interpretation.
- Clearly label each axis.
- Provide scaling consistency
- Consider duplicate axis for large scale data.
- Proportion
- Lines
- Labeling
- Title
- Interpretation of numbers
Graphical systems
A window is an area of the screen that contains a particular view of some area of the computer
or some portion of a person’s dialog with the computer.
Navigation Goals:
A well designed navigation system facilitates quick & easy navigation between
components whose structure & relationship are easily comprehensible.
For the user, answers to the following questions must be obvious at all times during an
interaction: Where am I now? Where did I come from? Where can I go from here? How can I
get there quickly?
General system navigation guidelines include the following.
Control
For multilevel menus, provide one simple action to:
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Components of a Web Navigation System to move between Web site information
fragments necessitates the creation of navigation links.
Browser Command Buttons Hide the split between the browser & the Web site application by
including navigational controls within the application.
Web Site Navigation Bars
oProvide a global navigation bar at the top of each page.
oProvide a local category or typical links navigation bar on the left side of a page.
Textual Phrases
Provide a mix of textual phrase links: -In explicit menus. -Embedded within page text.
Graphical images or icons may appear in an array in the form of a navigation bar or be individually
located at relevant points in a page.
Command Buttons
Command buttons may appear in an array in the form of a navigation bar or be individually located
at relevant points in a page.
Selection of Window:
Window Characteristics
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The function, task or application to which it is dedicated.
1. Attraction of Windows
Historical Considerations
Hardware Limitations
Human Limitations
3. Window Management
Single-Document Interface
Multiple-Document Interface
It’s a technique for managing a set of windows where documents are opened into windows.
Contains:
-A single primary window called the parent.
-A set of related document or child windows, each also essentially a primary window.
4. Organizing Window Functions
5. Window Operations
I. Active window
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ii. Opening a window
Provide large-enough windows to present all relevant & expected information for the task.
v. Window separation
Crisply, clearly & pleasingly demarcate a window from the background of the screen on which
it appears.
Device-based controls, often called input devices, are the mechanisms through which people
communicate their desires to the system.
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Graphic (Touch) Tablet
• Description
– Pressure-, heat-,light-, or light-blockage-sensitive horizontal surfaces that lie
on the desktop or keyboard
– May be operated with fingers, light pen, or objects like pencil
• Advantages
– Direct relationship between hand and pointer movement in terms of direction
and speed
– Does not obscure vision of screen
– More comfortable horizontal operating plane
• Disadvantage
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– Movement is indirect, in a plane different from screen
– Requires hand to be removed from keyboard
– Requires different hand movements to use
– Finger may be too large for accuracy with small objects
Touch Screen
• Advantages
– Direct relationship between hand and pointer movement in terms of direction
and speed
– Movement is direct, in the same plane as screen
– Requires no additional desk space
• Disadvantage
– Finger may obscure part of screen
– Finger may be too large for accuracy with small objects
– Requires moving the hand far from the keyboard to use
– Very fatiguing to use for extended period of time
– May Damage the screen
Light Pen
• Description
– A special surface on a screen sensitive to the touch of a special stylus pen
• Advantage
– Direct relationship between hand and pointer movement in terms of direction,
distance, and speed
– Movement is direct, in the same plane as screen
– Requires minimal additional desk space
– Stands up well in high-use environments
– More accurate than finger touching
• Disadvantage
– Hand may obscure part of screen
– Requires picking it to use
– Requires moving the hand far from the keyboard to use
– Very fatiguing to use for extended period over time
Voice
• Description
– Automatic speech recognition by the computer
• Advantage
– Simple and direct
– Useful for people who cannot use a keyboard
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– Useful when the user’s hands are occupied
• Disadvantage
– High error rates due to difficulties in
• Recognizing boundaries between spoken words
• Blurred word boundaries due to normal speech patterns
– Slower throughput than with typing
– Difficult to use in noisy environment
– Impractical to use in quiet environment
Mouse
• Advantage
– Direct relationship between hand and pointer movement in terms of direction,
distance, and speed.
– Permit a comfortable hand resting position
– Selection mechanisms are included on mouse
– Does not obscure vision of the screen
• Disadvantage
– Movement is indirect, in a plane different from screen
– Requires hand to be removed from keyboard
– Requires additional desk space
– May require long movement distances
– Requires a degree of eye-hand coordination
Mouse Usage Guidelines
• Provide a “hot zone” around small or thin objects that might require extremely fine
mouse positioning
• Never use double-clicks or double drags as the only means of carrying out essential
operations
• Do not use mouse plus keystroke combinations
• Do not require a person to point at a moving target
Keyboard
• Advantage
– Familiar
– Accurate
– Does not take up additional desk space
– Very useful for
• Entering text and alphanumeric data
• Inserting in text and alphanumeric data
• Keyed shortcuts accelerators
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• Keyboard mnemonics equivalents
• Disadvantage
– Slow for non-touch-typists
– Slower than other devices in pointing
– Requires discrete actions to operate
– No direct relationship between finger or hand movement.
Keyboard Guidelines
• Provide keyboard accelerators
– Assign single keys for frequently performed, small-scale tasks
– Use standard platform accelerators
– Assign Shift-key combinations for actions that extend or are complementary
to the actions of key or key combination used without the Shift-key
– Assign Ctrl-key combinations for
• Infrequent actions
• Tasks that represent larger-scale versions of the task assigned to the unmodified
Key
• Provide keyboard equivalents
– Use standard platform equivalents
– Use the first letter of the item description
– Provide window navigation through use of keyboard keys
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– Heavy text entry and manipulation
– Movement through structured arrays consisting of few discrete objects
• Provide an alternative pointing device for graphical or drawing tasks
– Mouse: pointing, selecting, drawing, and dragging
– Joystick: selecting and tracking
– Trackball: pointing, selecting and tracking
– Touch screen pointing and electing
– Graphic tablet pointing selecting, drawing, and dragging
• Provide touch screens under the following conditions
– The opportunity for training is minimal
– Targets are large, discrete and spread out
– Frequency of use is low
– Desk space is at premium
– Little or no text input requirement exists
• Consider user characteristics and preferences Provide keyboards for touch typists
• Minimize eye and hand movements between devices
Pointer Guidelines
• The pointer
– Should be visible at all times
– Should contrast well its background
– Should maintain its size across all screen locations and during movement
• Shape of pointer
– Should clearly indicate its purpose and meaning
– Should be constructed of already defined shapes
– Should not be used for any other purpose other than its already defined
meaning
• Use only as many shapes as necessary to inform the user about current
location and status
• Animation should not distract
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Choose the Proper Screen Based Controls
Screen Based controls, often simply called controls and sometimes called widgets. By definitions,
they are graphic objects that represent the properties or operations of other objects.
Operable Controls
• Operable controls are those that permit the entry, selection, changing, or editing of a
particular value, or cause a command to be performed.
– Buttons
– Text entry/read-only, selection, combination entry/selection
– Specialized controls
Buttons
• Description
– A square or rectangular-shaped control with a label inside that indicates action
to be accomplished
– The label may consist of text, graphics, or both
• Command Buttons
• Toolbars
• Use to provide fast access to frequently used or critical commands (for windows
with a menu bar)
• Use to provide access to all necessary commands (for windows without a menu
bar)
• Use single-word labels whenever possible (Use two –three words for clarity, if
necessary)
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• Use mixed-case letters with the first letter of each significant label word
capitalized.
• Do not number labels
• Center the label within the button borders
• Provide consistency in button labeling across all screens
• Restrict the number of buttons on a window to six or fewer
• Provide as large as button as feasible and maintain consistent button heights and
widths
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Command Buttons (Organization)
• When a button leads to a menu, include a triangle pointing in the direction the menu
will appear after the label
• When a button has a contingent relationship to another control, include a single arrow
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pointing at the control
• Use buttons to move between multi-page forms, not scroll bars Label buttons
Next and Previous
• Highlight the button in some visually distinctive manner when the point is
resting on it and the button is available for selection
• Provide easy and fast access to most frequently used commands or options
across multiple screens
• Provide buttons of equal size
• Create a meaningful and unique icon
• Center the image within the button
• Create a meaningful label
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• Provide the smaller size as the default size with a user option to change it
• Place the most frequently used actions to the left or the top
• Keep related buttons grouped together
• Separate potentially destructive buttons from frequently chosen selections
• Permit user to reconfigure the button organization
• Position main features and functions bar horizontally across top of window just below
menu bar
• Position subtask and sub features bars along sides of window
• Permit the location of the bar to be changed by the user
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Selection Controls
• Radio Buttons
• Checkboxes
• Palettes
• List Boxes
• List View Controls
• Drop-down/Pop-up List Boxes
Radio Buttons
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• Purpose
– To set one item from a small set of option (2 to8)
• For mutually exclusive choices (that is, only can be selected)
• Most useful for data and choices that are
– Discrete
– Small and fixed in number
– Not easily remembered
– Most easily understood when the alternatives can be seen together and
compared to one another
– Never change in content
• Do not use
– For commands
Radio Buttons (Defaults and Structure)
• If there is a default selection, designate it as the default and display its button filled in.
Else, display all the buttons without setting adopt
• When a multiple selection includes choices, display the buttons in another unique
manner, such as gray shadow
• Left-align the buttons and choice descriptions
• A columnar orientation is the preferred unless vertical space on the screen is limited
• Enclose the buttons in a border to visually strengthen the relationship
Radio Buttons (Organization, Related Control)
Check Boxes
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Each option acts as a switch and can be either “on” or “off”
– When an option is selected, a mark (X) appears within the square box, or the
box is highlighted in some other manner
– Otherwise the square is unselected or empty(off)
• Each box can be
– Switched on or off independently
– Used alone or grouped insets
!!Other properties are similar to the radio button’s properties!! Palettes
• Acontrolconsistingofaseriesofgraphicalalternatives.Thechoicesthemselves are
descriptive, being composed of colors, patterns, or images
• To set one of a series of mutually exclusive options presented graphically or
pictorially
• Usually consume less screen space than textual equivalents
• Do not use
– Where the alternatives cannot be meaningfully and clearly represented
pictorially
– Where words are clearer than images
– Where the choices are going to change
• Create boxes of equalize
• Position the boxes adjacent to, or butted up against another
• A columnar orientation is the preferred manner
• Top to button, left to right ordering by expected order, frequency of occurrence,
sequence of use or alphabetically
• Display it less brightly than the other choices, if a choice is not available
• Highlight the choice in some visually distinctive way when the pointer is resting
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• When a choice is selected, distinguish it visually from the unselected choices
List Boxes
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Drop-Down/Pop-up List Boxes
• Provide a visual cue that a box is hidden by including a downward pointing arrow,
or other meaningful image
• ! Other properties are the same as List boxes!
Combination Entry/Selection Controls and Other Operable Controls
• Spin Boxes
• Combo Boxes
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• Drop-down/Pop-up Combo Boxes
• Slider
Spin Boxes
• A single line field followed by two small, vertically arranged buttons (pointing up and
pointing down arrow)
• Selection/entry is made by
– Using the mouse to point at one of directional buttons
– Keying a value directly into field itself
• Consumes little screen spaces
• Useful only for certain kinds of data
• The spin box should be wide enough to display the longest entry or choice
• Caption is mixed-case letters
• Position the caption to the left of the box
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Combo Boxes
• A single rectangular text box entry field, beneath which is a larger rectangular list box
(resembling a drop-down list box)
• The text box permits a choice to be keyed within it
• As text is typed into the text box, the list scrolls to the nearest match
• Also, when an item in the list box is selected, that item is placed within the text box
• A single rectangular text box with a small button to the side and an associated hidden
list of options
• Selection are made by using the mouse or keyboard
• The information keyed doesn’t not have to match
• Unlimited number of entries and choices
• Flexible, permitting selection or typed entry
• Requiring scrolling
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• Proper usage
– Where screen is limited
– For data and choices that are
• Best represented textually
• Frequently changed
• Large in number
Drop-down/Pop-up combo Boxes
Slider
• A scale exhibiting degrees of a quality on continuum
• To make a setting when a continuous qualitative adjustment is acceptable
• Spatial representation of relative setting
• Not as precise as an alphanumeric indication
• Proper usage:
– When an object has a limited range of possible settings
– When the range of values discontinuous
– When graduations are relatively fine
Custom Controls
• Presentation controls
– Provide details about other screen elements or controls or assist in giving the screen
structure
• Static Text Fields
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• Group boxes
• Column Headings
• ToolTips
• Balloon Tips
• Progress indicators
Task Best Control If Screen Space Constraints Exist
Mutually Exclusive Radio Buttons Drop-down/Pop-up List Box
Not Mutually Exclusive Check Boxes Multiple-Selection List Box
Select or Type a Value
Text Entry Field
Radio Buttons with “Other”
Drop-down Combo Box
Setting a Value within a Range
Spin Button Text Box
Do not use technical words, made-up words or terms file spec, abed, or spool, Ungroup or
dear chive
• Do not use abbreviations or acronyms
– Always use the fully spelled-out form the first time it is encountered in the
interface
• Consider not the usage of contradictions or short forms (won’t vs. will not, un- -
nests), Complete words is preferred
• Positive terms (avoid the prefix “ire-” “in-” “dies-” adnoun-”)
• Simple action words
• Multiple-word phrases are more readable if the entire phrase is on one line
• Abbreviation, mnemonics, and acronyms should not include punctuation
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• Use the same grammatical structure for elements of sentences
• Imply that the system is awaiting the user’s direction, not that the system is directing
the user
• Negative tones or actions, or threats are not very friendly (“Numbers are illegal” vs.
“Months must be entered by name”)
• Encouraging message would be better than insulting message
• Should remain factual and informative, and should not attempt humor or punishment
Messages
• Screen messages is classified into two categories
– System messages:
• Generated by the system to keep the user informed of the system’s state
and activities
– Instructional messages (prompting message):
• tell the user how to work with, or complete the screen displayed
System Messages
• Status messages
– Providing information concerning the progress of a lengthy operation
– Usually contains a progress indicator and a short message
• Informational messages (notification messages)
– This kind of message is usually identified by an “I” icon to the left of the
message
• Warning messages
– They are usually identified by an“!”
– The user must determine whether the situation is in fact a problem and may be
asked to advise the system whether or not to proceed (A deletion request by a
user is any action that commonly generates a warning messages)
System Messages
• Critical messages (Action messages)
– Call attention to conditions that require a user action before the system can
proceed
– Some products use a “Do Not” symbol while others use a “Stop” sign. An X in
a circle used by Microsoft Windows
• Question messages
– A question message asks a question and offers a choice of options for selection
– It is designated by a “?” icon proceeding the message text
Writing Message Box Text
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• Title bar: Clearly identify the source of the message
– The name of the object to which it refers
– The name of the application to which it refers
– Do not include an indication of message type
– Use mixed case in the headline style
• Message box: Provide a clear and concise description of the condition of the
condition causing the message box to be displayed
– Use complete sentences with ending punctuation
– Show only message box about the cause of condition in single message
– Make the solution an option offered in the message
– Use the word “Please “conservatively
• Do not exceed two or three lines
• Center the message text in window
• Include the relevant icon identifying the type of message
Instructional Messages
• Provide instructional information at the depth of detail needed by the user
– Accessing instruction through a Help function is the best solution
• Location it at strategic position on the screen
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• Display it in a manner that visually differentiates it from other screen elements
• In writing, follow all relevant writing guideline for words, sentences, and messages
Creating Images
Creating Images
• Create familiar and concrete shapes
• Create visually and conceptually distinct shapes
• Incorporate unique features of an object
• Do not display within a border
• Clearly reflect object represented
• Simple reflect object represented, avoiding excessive detail
• Create as a set, communicating relationships to one another through common shapes
• Provide consistency in icon type
• Create shapes of the proper emotional tone
Icons
• Icons are most often used to represent objects and actions with which users can
interact
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Characteristics of Icons
• A Successful Icon
– Looks different from all other icons
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– Is obvious what it does or represents
– Is recognizable when no larger than 16 pixels square
– Look as good in black and white as in color
• Size
– 16x16, 24x24, 26x26, 32x32 pixels 16-and-256 color version
– Use colors from the system palette
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• Create shapes of the proper emotional tone
Creating Images
Drawing Images
• Do not use triangular arrows in design to avoid confusion with other system symbols
• When icons are used to reflect varying attributes, express these attributes as meaning
meaningfully as possible
• Accompany icon with a label to assure intended meaning Icon Animation and
Audition
• Animation
– Use
• To provide feedback
• For visual interest
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– Make it interruptible or independent of user’s primary interaction
– Do not use it for decoration
– Permit it to be turned off by the user
– For fluid animation, present images at 16++ frames/second
• Auditions
– Consider auditory icons
The design Process
Graphics in Web
• Use Graphics to
– Supplements the textual content, not as a substitute for it
– Convey information that can’t be effectively accomplished using text
– Enhance navigation through
• Presenting a site overview
• Identifying site pages
• Identifying content areas
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Images
• Minimize
Photographs/Pictures
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• To grab attention
• Considering using
– Existing video
– Audio only
– A slide show with audio
Diagrams
Animation
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• To establish atmosphere
• To teach
• To sample
Color Uses
• Use color to assist in formatting
– Relating elements into grouping
– Breaking apart separate groupings of information
– Highlighting or calling attention to important information
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– Status of information
• Use color to
– Realistically portray natural objects
– If decisions are made based on the status of information on the screen, color-
code the types of status the information
Color in Context
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• Color are subject to contextual effects
• Small adjacent colored images may appear to the eye to merge or mix
• A color on a dark background will look lighter and brighter than the same color on a
light background
• Colors also change as light levels change
Usage
– Do not use color where other identification techniques, such as location, are available
Emphasis
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• To draw attention or to emphasize elements, use bright or highlighted colors or use less bright
colors for deemphasize
– The perceived brightness of colors from most to least is white, yellow, green, blue, red
• To emphasize separation, use contrasting colors
– Red and green, blue and yellow
• To convey similarity, use similar colors
– Orange and yellow, blue and violet
Common Meanings
• To indicate that actions are necessary, use warm colors
– Red, orange, yellow
• To provide status or background, use cool colors
– Green, blue, violet, purple
• Conform to human expectation
– Red: Stop, fire, hot, danger
– Yellow: Caution, slow, test
– Green: Go, OK, clear, vegetation, safety
– Blue: Cold, water, calm, sky, neutrality
– Gray, White: Neutrality
– Warm colors: Action, response required, spatial closeness
– Cool colors: Status, background information, spatial remoteness
• Typical implications of color with dramatic portrayal are
– High illumination: Hot, active, comic situations
– Low illumination: Emotional, tense, tragic, romantic situations
– High saturation: Emotional, tense, hot, comic situations
– Warm colors: Active, leisure, recreation, comic situations
– Cool colors: Efficiency, work, tragic and romantic situations
• Proper use of color also requires consideration of the experiences and expectation of
the screen viewers
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– Red, orange, yellow, green, blue, indigo, violet Foregrounds and Backgrounds
• Foregrounds
– Use colors that highly contrast with the background color
– For text or data
• Black on light-color background of low intensity (no bright white)
• Desiderated spectrum colors such as white, yellow, or green on dark
background
• Warmer more active colors
– To emphasize an element, highlight it in a light value of the foreground color,
pure white, or yellow
– To deemphasize and element, lowlight it in a dark value of the foreground
color
Gray Scale
• For fine discrimination use a black-gray-white scale
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– Recommend values
• White: Screen background, text located in any black area
• Light gray: Background of a Pushbutton area
• Medium gray: Icon background area, Menu drop shadow, Window
Drop shadow, inside area of system icons, Filename bar
• Dark gray: Window boarder
• Black: Text, Window title bar, Icon border, Icon elements,
Ruled lines
Text in Color
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Use similar or same color schemes throughout a Web site help the user maintain a
sense of place
Foreground colors should be a different as possible from background colors
The most recommended foreground text color is black presented on a light-colored
background of low intensity (off white or light gray)
Use dark backgrounds when establishing contrast between an area of the screen and the
main screen body Choosing color for web pages
High intensity colors as back-ground such as red, magenta and bright green) must be
avoided
When choosing foreground and background colors, ensure that contrasting
combinations are selected
Use a uniform color in large screen areas
Large areas of the same color download faster
For smaller element, the more contrast is required
Use flat Web-safe colors
Select color that can be easily reproduced in black and white
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Use of Color to Avoid
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UNIT-V
Software tools
Specification Methods
• Design requires a good notation to record and discuss alternate possibilities:
– The default language for specifications in any field is natural language, e.g.,
English
– Communication medium, e.g., sketchpad, or blackboard
• Natural-language specifications tend to be:
– lengthy
– vague
– ambiguous
• Therefore, often are difficult to prove:
– correct
– consistent
– complete
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• Multiparty grammars
• Multiparty grammars are effective for text oriented command sequences
• Transition Diagram
– a set of nodes that represents system states and a set of links between the nodes
that represents possible transitions
• State Charts
Interface-Building Tools:
Features of Interface-Building Tools.
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• Software Support
– Increase productivity
– Offer some constraint & consistency checks
– Facilitate team approaches
– Ease maintenance
User interface mockup tools
• Examples
– Paper and pencil
– Word processors
– Slide-show software
– Macromedia Director, Flash mix, or Dreamweaver
• Visual Editing
– Microsoft Visual Studio
– Borland J Builder
– put frequently used letter pairs far apart, thereby increasing finger
travel distances
Dvorak layout
– 1920
– reduces finger travel distances by at least one order of magnitude
– it takes about 1 week of regular typing to make the switch, but most
users have been unwilling to invest the effort
ABCDE style
Function keys
– users must either remember each key's function, identify them from the
– Typically, simply labeled F1, F2, etc, though some may also have
meaningful labels, such as CUT, COPY, etc.
– alternative is to use closer keys (e.g. ALT or CTRL) and one letter to
indicate special function
Touch screen
– allows direct control touches on the screen using a finger
– early designs were rightly criticized for causing fatigue, hand-
obscuring-the- screen, hand-off-keyboard, imprecise pointing, and the
eventual smudging of the display
– lift-off strategy enables users to point at a single pixel
– the users touch the surface
– then see a cursor that they can drag around on the display
– when the users are satisfied with the position, they lift their fingers off
the display to activate
– can produce varied displays to suit the task
– are fabricated integrally with display surfaces
• joystick
– are appealing for tracking purposes
• Graphics tablet
– A touch-sensitive surface separate from the screen
• Touchpad
– built-in near the keyboard offers the convenience and precision of a touch
screen while keeping the user's hand off the display surface
• Speech generation