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The Computer: Human-Computer Interaction (HCI)

The document discusses various elements that make up a computer system and how they affect human-computer interaction. It describes input devices like keyboards, mice, touchscreens; output devices like screens; memory; and processing capabilities. It provides details on different keyboard layouts, pointing devices, text entry methods and how they influence the style of interaction supported.

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Habtamu Abate
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0% found this document useful (0 votes)
48 views76 pages

The Computer: Human-Computer Interaction (HCI)

The document discusses various elements that make up a computer system and how they affect human-computer interaction. It describes input devices like keyboards, mice, touchscreens; output devices like screens; memory; and processing capabilities. It provides details on different keyboard layouts, pointing devices, text entry methods and how they influence the style of interaction supported.

Uploaded by

Habtamu Abate
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 76

Wollo University

Kombolcha Institute of
Technology
College of Informatics
Department of Information
Human-Computer Interaction
Technology (HCI)

CHAPTER 3
THE COMPUTER
Instructor : Habtamu Abate
Email: [email protected]
1
The Computer
 a computer system is made up of various elements.
 each of these elements affects the interaction.
 inputdevices – text entry and pointing
 output devices – screen (small & large), digital paper
 virtual reality – special interaction and display devices
 physical interaction – e.g. sound, haptic, bio-sensing
 paper – as output (print) and input (scan)
 memory – RAM & permanent media, capacity & access

 processing – speed of processing, networks


wi ndow 1

wi ndow 2

12-37pm
Interacting with computers
 to understand human–computer interaction
… need to understand computers!

what goes in and out


devices, paper,
sensors, etc.

what can it do?


memory, processing,
networks

the devices dictate the styles of interaction that the system


supports.
If we use different devices, then the interface will support a
different style of interaction.
Interactivity?
 Long ago in a galaxy far
away … batch processing
 punched card stacks or large
data files prepared
 long wait ….
 line printer output
 … and if it is not right …
 Now most computing is
interactive
 rapid feedback
 the user in control (most of the
time)
 doing rather than thinking … Richer interaction

Is faster always better?


Text Entry Devices
keyboards (QWERTY et al.)
chord keyboards, phone pads
handwriting, speech
keyboards
 Most common text input device
 Allows rapid entry of text by experienced users
 Keypress closes connection, causing a character
code to be sent.
 Usually connected by cable, but can be wireless.

Chapter 2 The human 5


Keyboards Layout – QWERTY
 Standardised layout but …
 non-alphanumeric keys are placed differently.
 accented symbols needed for different scripts.

 minor differences between UK and USA keyboards.

 QWERTY arrangement not optimal for typing


– layout to prevent typewriters jamming!
 Alternative designs allow faster typing but large social
base of QWERTY typists produces reluctance to change.

1 2 3 4 5 6 7 8 9 0
Q W E R T Y U I O P
A S D F G H J K L
Z X C V B N M , .
SPACE
Alternative Keyboard Layouts
Alphabetic
 keys arranged in alphabetic order
 not faster for trained typists
 not faster for beginners either!
Dvorak
 common letters under dominant fingers
 biased towards right hand
 common combinations of letters alternate between hands
 10-15% improvement in speed and reduction in fatigue
 But - large social base of QWERTY typists produce market
pressures not to change.

special keyboards
 designs to reduce fatigue for RSI for
one handed use
 e.g. the Maltron left-handed keyboard
Chord keyboards
 only a few keys - four or 5
 letters typed as combination of keypresses
 compact size.
 ideal for portable applications

 short learning time


– keypresses reflect letter shape
 Fast
 once you have trained

 BUT - social resistance, plus fatigue after


extended use
 NEW – niche market for some wearables
phone pad and T9 entry
 use numeric keys with
multiple presses.
2 –abc 6
-mno
3 -def 7
-pqrs
4 -ghi 8
-tuv
5 -jkl 9
-wxyz
 hello = 4433555[pause]555666
 surprisingly fast!
 T9 predictive entry
 type as if single key for each letter
 use dictionary to ‘guess’ the right word
 hello = 43556 …
 but 26 -> menu ‘am’ or ‘an’.
Handwriting recognition
 Text can be input into the computer, using a pen and
a digesting tablet.
 natural interaction

 Technical problems:
 capturing all useful information - stroke path, pressure,
etc. in a natural manner
 segmenting joined up writing into individual letters
 interpreting individual letters
 coping with different styles of handwriting

 Used in PDAs, and tablet computers …


… leave the keyboard on the desk!
Speech recognition
 Improving rapidly
 Most successful when:
 single user – initial training and learns
peculiarities
 limited vocabulary systems

 Problems with
 external noise interfering
 imprecision of pronunciation
 large vocabularies
 different speakers
Numeric keypads
 for entering numbers quickly:
 calculator, PC keyboard
 for telephones

not the same!! 1 2 3 7 8 9


4 5 6 4 5 6

ATM like phone 7 8 9 1 2 3


0 # 0 . =
*
telephone calculator
Positioning, Pointing and
Drawing

 MOUSE, TOUCHPAD
TRACKBALLS, JOYSTICKS ETC.
TOUCH SCREENS, TABLETS
EYEGAZE, CURSORS

Chapter 2 The human 13


The Mouse
 Handheld pointing device
 very common
 easy to use
 Two characteristics
 planar movement
 buttons
 (usually from 1 to 3 buttons on top, used for making a
selection, indicating an option, or to initiate drawing etc.)
 Relative movement only is detectable.
 Movement of mouse moves screen cursor
 Screen cursor oriented in (x, y) plane,
mouse movement in (x, z) plane …

Footmouse: controlling mouse movement with


feet … (not very common :-)
How does it work?
Two methods for detecting motion
 Mechanical
 Ball on underside of mouse turns as mouse is moved
 Rotates orthogonal potentiometers
 Can be used on almost any flat surface

 Optical
 light emitting diode on underside of mouse
 may use special grid-like pad or just on desk
 less susceptible to dust and dirt
 detects fluctuating alterations in reflected light intensity
to calculate relative motion in (x, z) plane.
Touchpad
 small touch sensitive tablets
 ‘stroke’ to move mouse pointer
 used mainly in laptop computers

 good ‘acceleration’ settings important


 fast stroke
• lots of pixels per inch moved
• initial movement to the target
 slow stroke
• less pixels per inch
• for accurate positioning
Trackball and thumbwheels
Trackball
 ball is rotated inside static housing
• like an upsdie down mouse!
 relative motion moves cursor
 indirect device, fairly accurate
 separate buttons for picking
 very fast for gaming
 used in some portable and notebook computers.

Thumbwheels …
 for accurate CAD – two dials for X-Y cursor
position
 for fast scrolling – single dial on mouse
Joystick and keyboard nipple
Joystick
 Indirect
• pressure of stick = velocity of movement
 buttons for selection
• on top or on front like a trigger
 often used for computer games
• aircraft controls and 3D navigation

Keyboard nipple
 for laptop computers
 miniature joystick in the middle of the keyboard
Touch-sensitive screen
 Detect the presence of finger or stylus on the screen.
 works by interrupting matrix of light beams, capacitance
changes or ultrasonic reflections
 direct pointing device

 Advantages:
 fast, and requires no specialised pointer
 good for menu selection
 suitable for use in hostile environment: clean and safe from
damage.

 Disadvantages:
 finger can mark screen
 imprecise (finger is a fairly blunt instrument!)
• difficult to select small regions or perform accurate drawing
 lifting arm can be tiring
Stylus and light pen
 Stylus
 small pen-like pointer to draw directly on screen

 may use touch sensitive surface or magnetic detection


 used in PDA, tablets PCs and drawing tables

 Light Pen
 now rarely used

 uses light from screen to detect location

 BOTH …
 very direct and obvious to use
 but can obscure screen

Digitizing tablet
 Mouse like-device with cross hairs
 used on special surface - rather like stylus
 very accurate - used for digitizing maps
Eyegaze
 control interface by eye gaze direction.
 e.g. look at a menu item to select it
 uses laser beam reflected off retina.
 … a very low power laser!
 mainly used for evaluation.
 potential for hands-free control.
 high accuracy requires headset.
cheaper and lower accuracy devices
available.
 sit under the screen like a small webcam.
Cursor keys
 Four keys (up, down, left, right) on keyboard.
 Very, very cheap, but slow.
 Useful for not much more than basic motion for text-
editing tasks.
 No standardised layout, but inverted “T”, most common.
Discrete positioning controls
 in phones, TV controls etc.
 cursor pads or mini-joysticks.
 discrete left-right, up-down.

 mainly for menu selection.


display devices

bitmap screens (CRT & LCD)


large & situated displays
digital paper
bitmap displays
 screen is vast number of coloured dots
Resolution and Colour Depth
 Resolution … used (inconsistently) for
 number of pixels on screen (width x height)
• e.g. SVGA 1024 x 768, PDA perhaps 240x400
 density of pixels (in pixels or dots per inch - dpi)
• typically between 72 and 96 dpi
 Aspect ratio
 ration between width and height
 4:3 for most screens, 16:9 for wide-screen TV
 Colour depth
 how many different colours for each pixel?
 black/white or greys only
 256 from a pallete
 8 bits each for red/green/blue = millions of colours
Cathode ray tube
 Stream of electrons emitted from electron gun,
focused and directed by magnetic fields, hit
phosphor-coated screen which glows.
 used in TVs and computer monitors.

electron beam

electron gun

focussing and
deflection

phosphor-
coated screen
Health hazards of CRT !
 X-rays: largely absorbed by screen (but not at rear!)
 UV- and IR-radiation from phosphors: insignificant
levels
 Radio frequency emissions, plus ultrasound (~16kHz)
 Electrostatic field - leaks out through tube to user.
 Intensity dependant on distance and humidity.
 Can cause rashes.
 Electromagnetic fields (50Hz-0.5MHz). Create
induction currents in conductive materials, including the
human body.
 Two types of effects attributed to this: visual system -
high incidence of cataracts in VDU operators, and
concern over reproductive disorders (miscarriages and
birth defects).
Health hints …
do not sit too close to the screen
do not use very small fonts
do not look at the screen for long periods
without a break
do not place the screen directly in front of a
bright window
work in well-lit surroundings
Take extra care if pregnant.
but also posture, ergonomics, stress
Liquid Crystal Displays
 Smaller, lighter, and … no radiation problems.
 Found on PDAs, portables and notebooks,… and
increasingly on desktop and even for home TV
 also used in dedicted displays:
 digital watches, mobile phones, HiFi controls
 How it works …
 Top plate transparent and polarised, bottom plate
reflecting.
 Light passes through top plate and crystal, and
reflects back to eye.
 Voltage applied to crystal changes polarisation and
hence colour
 N.B. light reflected not emitted => less eye strain
Special Displays
Random Scan (Directed-beam refresh, vector
display)
 draw the lines to be displayed directly.
 no jaggies.
 lines need to be constantly redrawn.
 rarely used except in special instruments.
Direct view storage tube (DVST)
 Similar to random scan but persistent => no flicker
 Can be incrementally updated but not selectively
erased
 Used in analogue storage oscilloscopes
Large Displays
 used for meetings, lectures, etc.
 Technology:
 plasma – usually wide screen
 video walls – lots of small screens together
 projected – RGB lights or LCD projector
– hand/body obscures screen
– may be solved by 2 projectors + clever software
 back-projected
– frosted glass + projector behind
Situated Displays
 displays in ‘public’ places
 large or small
 very public or for small group

 display only
 for information relevant to location
 or interactive
 use stylus, touch sensitive screem
 in all cases … the location matters
 meaning of information or interaction is
related to the location
Hermes a situated display
 small displays beside office doors
 handwritten notes left using stylus
 office owner reads notes using web interface
small displays
beside
office doors

handwritten office owner


notes left reads notes
using stylus using web interface
Digital paper
 what?
appearance
 thin flexible sheets
 updated electronically
 but retain display
cross
 how? section

 small spheres turned


 or channels with coloured liquid
and contrasting spheres
 rapidly developing area
virtual reality and 3D
interaction

positioning in 3D space
moving and grasping
seeing 3D (helmets and caves)
positioning in 3D space
 cockpit and virtual controls
 steering wheels, knobs and dials … just like real!
 the 3D mouse
 six-degrees of movement: x, y, z + roll, pitch, yaw
 data glove
 fibre optics used to detect finger position
 VR helmets
 detect head motion and possibly eye gaze
 whole body tracking
 accelerometers strapped to limbs or reflective
dots and video processing
pitch, yaw and roll

yaw

roll
pitch
3D displays
 desktop VR
 ordinary screen, mouse or keyboard
control
 perspective and motion give 3D effect

 seeing in 3D
 use stereoscopic vision
 VR helmets

 screen plus shuttered specs, etc.

also see extra slides on 3D vision


VR headsets
 small TV screen for each eye
 slightly different angles
 3D effect
VR motion sickness
 time delay
 move head … lag … display moves
 conflict: head movement vs. eyes

 depth perception
 headset gives different stereo distance
 but all focused in same plane
 conflict: eye angle vs. focus

 conflicting cues => sickness


 helpsmotivate improvements in
technology
simulators and VR caves

 scenes projected on walls


 realistic environment
 hydraulic rams!
 real controls
 other people
physical controls, sensors etc.

 special displays and gauges


 sound, touch, feel, smell
 physical controls
 environmental and bio-sensing
dedicated displays
 analogue representations:
 dials, gauges, lights, etc.

 digital displays:
 small LCD screens, LED lights, etc.

 head-up displays
 foundin aircraft cockpits
 show most important controls
… depending on context
Sounds, Touch, feel, smell
 Sounds
 beeps, bongs, clonks, whistles and whirrs
 used for error indications

 confirmation of actions e.g. keyclick

 touch and feeling important


 in games … vibration, force feedback
 in simulation … feel of surgical instruments

 called haptic devices

 texture, smell, taste


 current technology very limited
BMW iDrive
 for controlling menus
 feel small ‘bumps’ for each item
 makes it easier to select options by feel
 uses haptic technology from Immersion Corp.
physical controls
 specialist controls needed …
 industrial controls, consumer products,
etc.

easy-clean
smooth buttons

multi-function
control
large buttons
clear dials

tiny buttons
Environment and bio-sensing
 sensors all around us
 car courtesy light – small switch on door
 ultrasound detectors – security,
washbasins
 RFID security tags in shops

 temperature, weight, location

 … and even our own bodies …


 irisscanners, body temperature, heart
rate, galvanic skin response, blink rate
paper: printing and scanning

print technology
fonts, page description, WYSIWYG
scanning, OCR
Printing
 image made from small dots
 allows any character set or graphic to be
printed,
 critical features:
 resolution
• size and spacing of the dots
• measured in dots per inch (dpi)
 speed
• usually measured in pages per minute
 cost!!
Types of dot-based printers
 dot-matrix printers
 use inked ribbon (like a typewriter
 line of pins that can strike the ribbon, dotting the
paper.
 typical resolution 80-120 dpi
 ink-jet and bubble-jet printers
 tiny blobs of ink sent from print head to paper
 typically 300 dpi or better .
 laser printer
 like photocopier: dots of electrostatic charge
deposited on drum, which picks up toner (black
powder form of ink) rolled onto paper which is then
fixed with heat
 typically 600 dpi or better.
Printing in the workplace
 shop tills
 dot matrix
 same print head used for several paper rolls
 may also print cheques

 thermal printers
 special heat-sensitive paper
 paper heated by pins makes a dot
 poor quality, but simple & low maintenance
 used in some fax machines
Fonts
 Courier font
 Font – the particular style of text  Helvetica font
 Size of a font measured in points (1 pt about 1/72”)  Palatino font
(vaguely) related to its height  Times Roman
font
Pitch  (special
 fixed-pitch – every character has the same width symbol)
 §´µº¿Â Ä¿~ 
e.g. Courier  …..
 variable-pitched – some characters wider
e.g. Times Roman – compare the ‘i’ and the “m”

Serif or Sans-serif
 sans-serif – square-ended strokes
e.g. Helvetica
 serif – with splayed ends (such as)
e.g. Times Roman or Palatino
Readability of text
 lowercase
 easy to read shape of words
 UPPERCASE
 better for individual letters and non-words
e.g. flight numbers: BA793 vs. ba793

 serif fonts
 helps your eye on long lines of printed text
 but sans serif often better on screen
Page Description Languages
 Pages very complex
 different fonts, bitmaps, lines, digitised photos, etc.

 Can convert it all into a bitmap and send to the


printer
… but often huge !

 Alternatively Use a page description language


 sends a description of the page can be sent,
 instructions for curves, lines, text in different styles, etc.
 like a programming language for printing!

 PostScript is the most common


Screen and page
 WYSIWYG
 what you see is what you get
 aim of word processing, etc.
 but …
 screen: 72 dpi, landscape image
 print: 600+ dpi, portrait
 can try to make them similar
but never quite the same
 so … need different designs, graphics etc, for
screen and print
Scanners
 Take paper and convert it into a bitmap
 Two sorts of scanner
 flat-bed: paper placed on a glass plate, whole page converted
into bitmap
 hand-held: scanner passed over paper, digitising strip
typically 3-4” wide
 Shines light at paper and note intensity of reflection
 colour or greyscale

 Typical resolutions from 600–2400 dpi


Scanners Used in:
 desktop publishing for incorporating photographs and other
images
 document storage and retrieval systems, doing away with
paper storage
 special scanners for slides and photographic negatives
Optical character recognition
 OCR converts bitmap back into text
 different fonts
 create problems for simple “template matching” algorithms
 more complex systems segment text, decompose it into lines and
arcs, and decipher characters that way
 page format
 columns, pictures, headers and footers
 paper usually regarded as output only
 can be input too – OCR, scanning, etc.
 Xerox PaperWorks
 glyphs – small patterns of /\\//\\\
• used to identify forms etc.
• used with scanner and fax to control applications
 more recently: papers micro printed - like wattermarks
 identify which sheet and where you are, and know where they are writing
 special ‘pen’ can read locations
memory

short term and long term


speed, capacity, compression
formats, access
Short-term Memory - RAM
 Random access memory (RAM)
 on silicon chips
 100 nano-second access time
 usually volatile (lose information if power turned off)
 data transferred at around 100 Mbytes/sec

 Some non-volatile RAM used to store basic set-up


information

 Typical desktop computers:


64 to 256 Mbytes RAM
Long-term Memory - disks
 magnetic disks
 floppy disks store around 1.4 Mbytes
 hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s

 optical disks
 use lasers to read and sometimes write
 more robust that magnetic media
 CD-ROM
- same technology as home audio, ~ 600 Gbytes
 DVD - for AV applications, or very large files
Blurring boundaries
 PDAs
 often use RAM for their main memory

 Flash-Memory
 used in PDAs, cameras etc.
 silicon based but persistent

 plug-in USB devices for data transfer


speed and capacity
 what do the numbers mean?

 some sizes (all uncompressed) …


 this book, text only ~ 320,000 words, 2Mb
 scanned page ~ 128 Mbytes
• (11x8 inches, 1200 dpi, 8bit greyscale)
 digital photo ~ 10 Mbytes
• (2–4 mega pixels, 24 bit colour)
 video ~ 10 Mbytes per second
• (512x512, 12 bit colour, 25 frames per sec)
virtual memory
 Problem:
 running lots of programs + each program large
 not enough RAM

 Solution - Virtual memory :


 store some programs temporarily on disk
 makes RAM appear bigger

 But … swopping
 program on disk needs to run again
 copied from disk to RAM
 slows t h i n g s d o w n
Compression
 reduce amount of storage required
 lossless
 recover exact text or image – e.g. GIF, ZIP
 look for commonalities:
• text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C
• video: compare successive frames and store change
 lossy
 recover something like original – e.g. JPEG, MP3
 exploit perception
• JPEG: lose rapid changes and some colour
• MP3: reduce accuracy of drowned out notes
Storage formats - text
 ASCII - 7-bit binary code for to each letter and character
 UTF-8 - 8-bit encoding of 16 bit character set
 RTF (rich text format)
- text plus formatting and layout information
 SGML (standardized generalised markup language)
- documents regarded as structured objects
 XML (extended markup language)
- simpler version of SGML for web applications
Storage formats - media
 Images:
 many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
 plus different compression techniques
(to reduce their storage requirements)

 Audio/Video
 again lots of formats :
(QuickTime, MPEG, WAV, etc.)
 compression even more important
 also ‘streaming’ formats for network delivery
methods of access
 large information store
 long time to search => use index
 what you index -> what you can access
 simple index needs exact match
 forgiving systems:
 Xerox “do what I mean” (DWIM)
 SOUNDEX – McCloud ~ MacCleod
 access without structure …
 free text indexing (all the words in a document)
 needs lots of space!!
processing and networks

finite speed (but also Moore’s law)


limits of interaction
networked computing
Finite processing speed
 Designers tend to assume fast processors, and make interfaces
more and more complicated

 But problems occur, because processing cannot keep up with


all the tasks it needs to do
 cursor overshooting because system has buffered keypresses
 icon wars - user clicks on icon, nothing happens, clicks on another,
then system responds and windows fly everywhere

 Also problems if system is too fast - e.g. help screens may


scroll through text much too rapidly to be read
Moore’s law

 computers get faster and faster!


 1965 …
 Gordon Moore, co-founder of Intel, noticed a pattern
 processor speed doubles every 18 months
 PC … 1987: 1.5 Mhz, 2002: 1.5 GHz
 similar pattern for memory
 but doubles every 12 months!!
 hard disk … 1991: 20Mbyte : 2002: 30 Gbyte
 baby born today
 record all sound and vision
 by 70 all life’s memories stored in a grain of dust!

/e3/online/moores-law/
the myth of the infinitely
fast machine

 implicit assumption … no delays


an infinitely fast machine
 what is good design for real machines?
 good example … the telephone :
 type keys too fast
 hear tones as numbers sent down the line
 actually an accident of implementation
 emulate in deisgn
Limitations on interactive
performance
 Computation bound
 Computation takes ages, causing frustration for the user
 Storage channel bound
 Bottleneck in transference of data from disk to memory
 Graphics bound
 Common bottleneck: updating displays requires a lot of
effort - sometimes helped by adding a graphics co-
processor optimised to take on the burden
 Network capacity
 Many computers networked - shared resources and
files, access to printers etc. - but interactive
performance can be reduced by slow network speed
Networked computing
Networks allow access to … The internet
 large memory and  history …
processing  1969: DARPANET US DoD, 4
 other people (groupware, sites
email)  1971: 23; 1984: 1000; 1989:
10000
 shared resources – esp. the
web  common language (protocols):
 TCP – Transmission Control
 Issues protocol
• lower level, packets (like
 network delays – slow letters) between machines
feedback  IP – Internet Protocol
 conflicts - many people • reliable channel (like phone call)
update data between programs on machines
 unpredictability  email, HTTP, all build on top of
these
Project + Assignment +presentation
1. Design a user Interface Prototype using your preferable
design tool or Programming Language
1. Not more than 3 User interfaces
2. Report the Designed User interface based on Design Rules:
 Principles to support usability
 Standards

 Guidelines
 Golden rules and heuristics
 HCI patterns

3. Report the Implemented User interface based on


Implementation Support:
 Elements of windowing systems
 Programming the application

 User interface management systems

Chapter 2 The human 75


Thank you

Questions?

76

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