Chapter07 - Interface Part 2
Chapter07 - Interface Part 2
• Speech-to-text
• Call routing
• Also used by people with visual impairments
▪ speech recognition word processors, page scanners, web readers, and
home control systems
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Have speech interfaces come of age?
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Modeling human conversations
• People often interrupt each other in a
conversation
▪ when ordering in a restaurant, rather than let the
waiter go through all of the options
• Speech technology has a similar feature called
‘barge-in’
▪ Users can choose an option before the system has
finished listing all of the options available
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Structuring VUI dialogs
• Directed dialogs are where the system is in control of the
conversation
▪ Where it asks specific questions and requires specific responses
• More flexible systems allow the user to take the
initiative:
▪ For example, “I’d like to go to Paris next Monday for two weeks.”
– but more chance of error, since caller might assume that the
system is like a human
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Voice assistants
• Have become popular in many homes
• Allow all to use rather than being single-use
• Can encourage social and emotional bonding
– Support families playing games
• Issues:
– limited mainly to answering questions and
responding to requests
– difficult to recognize children's speech
– don't always recognize who is talking in a group
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Research and design considerations
• How to design systems that can keep conversation
on track
▪ Help people navigate efficiently through a menu system
▪ Enable them to recover easily from errors
▪ Guide those who are vague in their requests for
information or services using prompts
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Pen-based devices
• Enable people to write, draw, select, and
move objects at an interface using light pens
or styluses
▪ Capitalize on the well-honed drawing skills
developed from childhood
• Smartpen uses a combination of ordinary ink
pen with a digital camera that digitally records
everything written with the pen on special
paper
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Smartpen - LiveScribe Echo 2
Source:
uk.livescribe.com/collections/smartpens/products/echo-2
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Advantages
• allows users to annotate existing documents
quickly and easily
• taking notes during meetings
• used to fill in paper-based forms that can
readily be converted to a digital record using
standard typeface
• used by remote teams to communicate and
work on the same documents
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Touchscreens
• Single touchscreens
– Select options by tapping on the screen
• Multi-touch surfaces
– more dynamic finger-tip actions
– they do so by registering touches at multiple
locations using a grid
– respond to more than one touch at the same time
supporting a variety of actions
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A multi-touch surface
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Research and design considerations
• Provides fluid and direct styles of interaction for
certain tasks
– freehand and pen-based gestures
• Core design concerns: what types of interaction
techniques to use?
• choose from options
• typing on keyboard
• Gestures need to be learned for multi-touch, so a
small set of gestures for common commands is
preferable
• No tactile feedback
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Gesture-based systems
• Gestures involve moving arms and hands to
communicate
• Uses camera recognition, sensor, and
computer vision techniques
▪ Recognize people’s arm and hand gestures in a
room
▪ Gestures need to be presented sequentially to be
understood (compare with the way sentences are
constructed)
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Gestures used in the operating room
Recognizes core gestures for manipulating MRI or CT images using Microsoft Kinect
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Research and design considerations
• How does computer recognize user’s
gestures?
▪ Start and end points?
▪ Difference between deictic and hand
waving
• How realistic must the mirrored graphical
representation of the user be in order for
them to be believable?
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Haptic interfaces
• Provide tactile feedback
▪ applying vibration and forces to a person’s body
▪ using actuators that are embedded in their clothing or a
device they are carrying (smartphone)
• Vibrotactile feedback can be used to simulate the
sense of touch between remote people who want to
communicate
• Guide people when learning a musical instrument
• Ultrahaptics creates the illusion of touch in midair
using ultrasound to make the illusion of 3D shapes
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Realtime vibrotactile feedback
• Provides nudges when
playing violin incorrectly
• Uses motion capture to
sense arm movements that
deviate from model
• Nudges are short vibrations
on arms and hands
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Exoskeleton with artificial muscles that
uses bubble haptic feedback
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Research and design considerations
• Where best to place actuators on body
• Whether to use a single or sequence of ‘touches’
• When to buzz, how intense and how often
• What kind of new smartphone/smartwatch apps
can use vibrotactile creatively?
▪ For example, slow tapping to feel like water drops
meant to indicate that it is about to rain, and heavy
tapping to indicate a thunderstorm is looming
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Multimodal Interfaces
• Provide enriched user experiences
▪ By multiplying the way information is experienced
▪ detected using different modalities (touch, sight, sound, and speech)
▪ Support more flexible, efficient, and expressive means of human-
computer interaction
▪ Most common is speech and vision
• Can be combined with multi-sensor input to enable
other aspects of the human body to be tracked
▪ For example, eye gaze, facial expression, and lip movements
▪ Provides input for customizing user interfaces
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Tracking a person’s movements
• Kinect camera can detect multimodal input in real time using RGB camera for facial
recognition and gestures, depth camera for movement tracking, and microphones
for voice recognition
• Used to build model of person and represented as avatar on display programmed to
move just like them
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Research and design considerations
• Need to recognize and analyze user behavior,
– speech, gesture, handwriting, or eye gaze
• Much harder to calibrate these than single-
modality systems
• What is gained from combining different
inputs and outputs
• Is talking and gesturing, as humans do with
other humans, a natural way of interacting
with a computer?
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Shareable interfaces
Designed for more than one person to use:
• Provide multiple inputs and sometimes allow
simultaneous input by co-located groups
• Large wall displays
• SmartBoards
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Benefits
• 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
▪ have the same shared point of reference
• Can support more equitable participation
compared with groups using single PC
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Research and design considerations
• Whether it can enhance collaboration?
• Whether size, orientation, and shape of the display have an
effect on collaboration
– Horizontal surfaces support more turn-taking and
collaboration
– Providing larger-sized tabletops does not improve group
working but encourages more division of labor
• Having both personal and shared spaces enables groups to
work on their own and in a group
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Tangible Interfaces
• Sensor-based interaction
• Physical objects (bricks, balls, and cubes) are
coupled with digital representations
• Manipulation of the physical object causes a
digital effect to occur
– sound, animation, or vibration
• Digital effects
– take place in several media and places
– can be embedded in the physical object
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Examples
• Flow Blocks – education & learning
▪ Depict changing numbers and lights embedded in the
blocks
▪ Vary depending on how they are connected
• Urp – urban planning
▪ 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
• MagicCubes
▪ Connect physical electronic components and sensors to
make digital events occur
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Flow block
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Learning to code and create with the
tangible MagicCubes
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Benefits
• Physical objects and digital representations can be
positioned, combined, and explored in creative ways
– be held in one or both hands and combined and
manipulated in ways not possible using other interfaces
▪ allow 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
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VoxBox
A tangible system that gathers opinions through a playful and
engaging interaction (Goldsteijn et al., 2015)
https://www.researchgate.net/publication/269278475_VoxBox_A_Tangible_
Machine_that_Gathers_Opinions_from_the_Public_at_Events
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Research and design considerations
• What 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 it 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
• With what kinds of digital outputs should tangible interfaces
be combined?
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Augmented Reality
• Augmented reality: virtual representations are
superimposed on physical devices and objects
• Pokémon Go
▪ Used smartphone camera and GPS to place virtual
characters onto objects in the environment as if
they really were there
• Many other applications including medicine,
navigation, air traffic control and everyday
exploring
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Gyarados in the augmented reality
mobile game Pokémon Go
© Dinah Pulver
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Examples
• In medicine
– x-rays and scans are overlaid on part of a patient’s
body
• In air traffic control
– dynamic information about aircraft overlaid on a
video screen of real planes
• AR-based instructions for building or repairing
complex equipment
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Augmented reality overlay
on a car windshield
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AR that uses forward facing camera
• Enables virtual try-ons (for example,
Snapchat filters)
• AR mirrors set up in retail stores for trying
on make-up, sunglasses, jewelry
▪ Convenient, engaging, and easy to compare
more choices
▪ But cannot feel the weight, texture, or smell of
what is being tried on
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Singers trying on the virtual look of two
characters from the opera Akhnaten
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AR vs VR
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Google Glass (2014)
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Research and design considerations
• 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?
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Robots
Main types
• Remote robots used in hazardous settings
▪ Can be controlled to investigate bombs and other dangerous
materials
• Domestic robots helping around the house
▪ Can pick up objects and do daily chores
• Pet robots as human companions
▪ Have therapeutic qualities, helping to reduce stress and
loneliness
• Sociable robots that work collaboratively with humans
▪ Encourage social behaviors
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Social robots: Mel and Paro
• Cute and cuddly
• Can open and close eyes and make sounds and
movements
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Drone being used to survey
the state of a vineyard
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Research and design considerations
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Brain-computer interfaces
• Provide a communication pathway between a
person’s brain waves and an external device (a cursor
on a screen)
• Person is trained to concentrate on the task (moving
the cursor)
• BCIs work through detecting changes in the neural
functioning in the brain
• BCIs apps:
▪ Games (for example, Brain Ball)
▪ Enable people who are paralyzed to control robots
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A brain-computer interface being used by a
woman who is paralyzed to select letters
on the screen
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Smart interfaces
• Smart: phones, speakers, watches, cars, buildings, cites
• Smart refers to having some intelligence and connect to
the internet and other devices
• Context-aware
▪ Understand what is happening around them and
execute appropriate actions (smart Nest thermostat)
• Human-building
▪ Buildings are designed to sense and act on behalf of
the inhabitants
▪ but also allow them to have some control and
interaction with the automated systems
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Which interface?
• Which interface to use will depend on task, users, context,
cost, robustness, and so on
• 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 mono-modal
interface?
• Will wearable interfaces be better than mobile interfaces for
helping people to find information in foreign cities?
• Are virtual environments the ultimate interface for playing games?
• Are shareable interfaces better at supporting communication and
collaboration compared with using networked desktop PCs?
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Summary
• Many innovative interfaces have emerged in last 30
years, including speech, wearable, mobile, brain, and
tangible
• This raises many design and research questions as to
decide which to use
▪ For example, how best to represent information to the
user so that they can carry out ongoing activity or task
• New smart interfaces that are context-aware and
monitor people
▪ Raising new ethical issues concerned with what data is
being collected and what it is used for
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