CSC 484 Lecture Notes Week 6
Different Types of Interfaces and Interactions
-
Relevant reading -- Textbook Chapter 6.
-
Discussion of project overview and Milestone 2.
-
See the handout from last week.
-
See important revisions posted online, in particular:
-
Project presentation moved from weeks 7 and 10, to weeks 8 and 11.
-
New Section 1.3.3, on "Usability Study Participants".
-
References section at the end, containing references to
articles cited in your writeup, particularly Sections 1.3.1 and 1.3.2.
-
Class schedule updates.
-
See the revised schedule online, at
http://users.csc.calpoly.edu/~gfisher/classes/484/handouts/schedule.html
-
Noteworthy updates:
-
Project presentations moved to weeks 8 and 11.
-
Monday finals time used for final presentations, not written exam.
-
Weeks 9 and 10 labs devoted to usability studies.
-
Quiz 4 in Friday lecture Week 9, worth 6% of class grade.
-
Introduction to Chapter 6 (Section 6.1).
-
The chapter covers the wide range of different interface types.
-
WIMP -- windows, icons, menus, and pointing.
-
Advanced GUIs -- multi-media, virtual reality.
-
Ubiquitous -- wearable, mobile, in the surrounding
environment.
-
It discusses design issues relevant to the different types.
-
It also provides guidance about what type of interface(s) to choose for a
particular application or activity.
-
Interface paradigms (Section 6.2).
-
Simply put, a paradigm is a way of doing business.
-
From a scientific perspective, a paradigm is a set of commonly agreed practices
that helps define:
-
what scientific questions to ask,
-
what phenomena to observe,
-
the kind of experiments to conduct.
-
In interaction design paradigms, the questions include:
-
How many people will interact with a designed system?
-
Is the system on a desktop, in a web browser, in a ubiquitous environment?
-
In what forms does the user present inputs to the system?
-
In what forms does the system provide output to the user?
-
The phenomena to observe are based on the various forms of user behavior
discussed in preceding chapters:
-
Can people use an interactive system effectively?
-
What psychological phenomena are pertinent to users of an interactive system?
-
What social phenomena arise as a result of using an interactive system?
-
When do users enjoy or not enjoy using an interactive system?
-
Experimental findings in ID research are generally considered acceptable in one
of these forms:
-
Qualitative results.
-
These are based on asking users specific questions about their interactive
experiences.
-
Such results typically require statistical analysis to identify significant
trends among the users.
-
Quantitative results.
-
These are based on measuring users' performance of specific interactive tasks.
-
Such results typically require a controlled experimental environment in which
tasks are performed.
-
Theory-based results.
-
Qualitative or quantitative results can be backed by some proposed theory,
framework, or model of interactivity.
-
In such cases, the experiment is based on and derived from the theory.
Interface types (Section 6.3).
-
Interaction styles:
-
Command-based -- typically via typed text or spoken phrases.
-
Graphical -- typically via mouse or pen.
-
Multi-media -- add audio/video output and possibly input.
-
Interactive system properties:
-
Intelligent -- add some form of AI to an interactive system.
-
Adaptive -- the interface changes dynamically, to adapt to users'
changing context and needs.
-
Ambient -- the interface extends beyond the users' desktop, into the
surrounding environment.
-
Mobile -- an interactive device goes with the user, as the user moves
about.
-
The book's chronological grouping:
-
1980s
-
Command
-
GUI
-
1990s
-
Advanced GUI (multi-media, VR, visualization)
-
Web-based
-
Speech
-
Pen, gesturing (beyond keyboard/mouse), touch
-
Appliance, i.e., device-embedded
-
2000s
-
Mobile
-
Multi-modal (beyond keyboard and mouse)
-
Sharable
-
Tangible (sensor-based i/o devices)
-
Augmented, virtual, mixed reality
-
Wearable
-
Robotic
-
This chronology is more aligned with PhD-level research, than with actual real-
world usage of technology.
-
Application of 1990s research is still taking place in commercial systems.
-
E.g.,
-
Google Docs and SketchUp
-
Apple Spaces and Expose
-
Windows desktop improvements
-
MS Office Galleries
-
iPod scroll wheel
-
1980s UIs (Section 6.3.1).
-
These are well-known to us all.
-
In my opinion, Activity 6.1 and Box 6.1 are not particularly well-chosen or
cogent examples; you can undoubtedly come up with better examples of your own,
in the illustrated areas.
-
Research and design issues (many remaining relevant today).
-
Command vocabulary.
-
Mnemonic icon design.
-
Window management.
-
Menu design an layout.
-
Other means to display, navigate, and abstract large amounts of
information.
-
Menu design issues.
-
The are many published guidelines; the book cites a number of them.
-
The book also has a rather curious excerpt of the ISO standards for menu
design, in Figure 6.8.
-
Icon design issues.
-
The visual appearance of icons has improved quite bit.
-
However, research suggests that icon recognition may not involve graphics
cognition.
-
Hence icons may just be more vocabulary.
-
Multi-Media (pp. 240-244).
-
These are interfaces that include a mix of graphics, text, audio, video,
animation, and hyper-links.
-
They are intended to encourage interaction and exploration.
-
The book notes some significant caveats with respect to multi-media interfaces:
-
There is General belief that 'more is more', in
implication being that this may not always be true.
-
The 'Added value' of multi-media is assumed, often
with little or no empirical evidence to back up the assumptions.
-
Studies have shown that multi-media UIs May promote fragmented
interactions, in that the flashier aspects of the interface may
distract users from focusing on the task at hand.
-
The book summarizes published guidelines that recommend the use of multi-media
in the following order:
-
To start an interactive session, stimulate the user with audio/video.
-
Next, to focus on important information structure, present high-level
diagrams.
-
Finally, show details in hypertext.
-
Virtual reality and virtual environments (pp. 244-249).
-
Such interfaces can create an illusion of participation in a seemingly
realistic world.
-
They can provide a sense of presence, meaning the user feels as if she
or he is within the virtual environment.
-
Physical input/output media include the following:
-
3D projections or shutter glasses, for visual effects.
-
Joystick controls, for 3-space navigation.
-
Full headsets or "heads-up" displays, though the book reports that fully head-
enclosing devices have been reported as problematically uncomfortable or
constraining to users.
-
There are two perspectives a user can assume in a virtual environment:
-
First-person direct control.
-
The user acts as her or himself within the environment, controlling and
navigating directly.
-
Flight simulations and other training systems are examples of the first-person
perspective.
-
The other perspective is third-person indirect control.
-
The user interacts via an "avatar" or some other agent.
-
The avatar interacts in the environment, under the user's control or is simply
observed by the user.
-
Interactive games are typically designed with a third-person perspective.
-
The issue of 2D versus 3D space is a much debated topic; questions include:
-
Does 3D help with productivity?
-
Does it help with engagement?
-
Is it more fun?
-
Design issues for virtual reality and environments include:
-
the degree of realism,
-
the types of input/output,
-
the types of user cognition involved in navigation
-
in general, what it takes for user to "suspend disbelief", in order to feel
present within a realistic space.
-
Information Visualization (pp. 249-251).
-
These forms of interface provide visual abstraction for large data sets, e.g.,
geographic data.
-
The also provide alternate views for complex data, such as large amounts of
statistical information summarized with varying sizes and colors of geometric
shapes
-
Successful application areas include:
-
geographic data, where users are provided with sophisticated ways to
zoom and pan the data;
-
algorithm animation, where aspects of program behavior are shown
visually as a program runs;
-
other interesting attempts, such as
-
Marketmap -- provides a geometric visualization of stock market activity,
infosthetics.com/archives/2005/08/smartmoney_mark.html
-
Newsmap -- does a similar form of geometric visualization of world-wide news
stories,
marumushi.com/apps/newsmap/newsmap.cfm
-
R&D issues for data visualizations,
-
appropriate spatial metaphors,
-
2D versus 3D (again).
-
Do visualizations really work? (Check out the preceding links to see what you
think.)
-
Web-based UIs (pp. 251-258).
-
There is on-going debate about whether to have "vanilla" or "multi-flavor" web
UIs.
-
Guru Nielson says vanilla.
-
Many others say glitz.
-
The world jury is way out on this.
-
As always in any interaction design effort, plead to your own jury.
-
Know your users. (Have we mentioned that yet?)
-
And know what you want from them.
-
Regarding all of the text that's out there in webspace -- do people read any of
it?
-
Recent research says web travelers read around 20% of it.
-
See useit.com for a discussion (you can read about 20% of it to get
the idea).
-
Web design issues.
-
There are gazillions of guidelines.
-
There is also copious research.
-
Increasingly, issues of web UI design are much the same as they are for non-web
UIs.
-
Given navigational aspects of web UIs, they may be be orgznized around
the following user questions.
-
Where am I?
-
What's here?
-
Where can I go?
-
However, there are many desktop UIs for which these questions are equally
appropriate, and conversely, there are web-based UIs for which these questions
are not particularly important. (See Figure 6.21.)
-
Speech (pp. 258-260).
-
Speech has been used successfully in certain applications.
-
IVRs are coming along (Interactive Voice-Response systems).
-
Research and design issues:
-
Despite the progress, there is much still to do.
-
Parsing remains a major problem.
-
Genuine two-way conversation is difficult.
-
Most speech APIs are quite complicated, e.g.
-
Sun's FreeTTS synthesizer,
freetts.sourceforge.net/docs/index.php
-
CMU's Sphinx-4 recognizer,
cmusphinx.sourceforge.net/sphinx4
-
CMU's Speech Graffiti
www.cs.cmu.edu/~usi
-
Pen, gesture, touch (pp. 258-260).
-
Pen-based products started in 1990s.
-
Much R&D continues.
-
R&D issues include:
-
distinguishing among different gestures;
-
gesture accuracy and efficiency compared to keyboard and mouse.
-
Appliance UIs (pp. 264-265).
-
Your toaster and frig with brains.
-
Design issues:
-
Keep it simple (really, this time).
-
Tradeoffs between hard vs soft UIs, e.g., using knobs and levers to control
your toaster, versus an LCD.
-
21st Century UIs (Section 6.3.3).
-
We'll cover these later in the quarter, when we discuss the world-enveloping
field of ubiquitous computing.
-
We'll also cover a number of the preceding topics in further depth, in
particular visualizations and speech.
index
|
lectures
|
assignments
|
projects
|
handouts
|
solutions
|
examples
|
documentation
|
bin
|
grades