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ICS3211 - Intelligent
Interfaces II
Combining design with technology for effective human-
computer interaction
Week 4
Department of Intelligent Computer Systems,
University of Malta,
2016
HCI: Input Devices & AI
Week 4 overview:
• Decisions & Choices - recap;
• What’s new in IUIs? : trends and challenges;
• I/O devices: categories & properties;
• Display devices;
• Pros & Cons of different devices;
Learning Outcomes
At the end of this session you should be able to:
• List the various types of input devices;
• Critically assess input & interface needs for different audiences
& contexts;
• Summarise key characteristics & properties of input devices;
• Describe input device features and how these may be helpful to
users;
• Elaborate on Fitt’s Law to test the performance of input devices;
Recap
• Take the Quiz on MOODLE VLE
• Approaching choices: preferential vs. non-preferential
• Focus on goals
• Habit
• Consequences & situation assessment
• Social Influence
What’s new in IUIs? : trends
& challenges
• Interfaces as important components for interaction
tasks;
• Sensor-based new interaction paradigms;
• Human-Centred data analysis;
• Pervasive affective computing;
• Challenges of IUIs;
ICS3211 lecture 04
• What are two features of interfaces which are likely
to be helpful to a non-technically minded user?
• List how some interfaces adapt better to different
users.
• Use the Google Doc: http://tinyurl.com/jl5bqre to
write your answers.
Input Devices: categories &
properties
• keyboard
• mouse
• microphone
• scanner
• digital camera
• the devices used for input and output determine the
nature and capacity of information transferred
between human and computer
• characteristics of the I/O devices influence user
interface design to a large degree
• the choice of an inappropriate or inadequate design
will diminish the performance of the task
• combinations of I/O devices can increase the
usability of a system
Input/Output Devices
• I/O devices are hardware elements
• connection between the physical human effectors (hands, vocal cords)
and sensors (eyes, ears), and the input and output channels of
computers
• also enable communication between users and software
• usually their properties and behavior can be adapted through software
• task demands and user preferences affect the choice of input and output
devices to use
• e.g. the need for hands-free or silent operation
• special devices or setups for users with disabilities
Controls
• Usually software elements shown on the display
• used to set preferences and make choices
• some familiar controls:
• menus
• radio buttons, check buttons, toggles, sliders
• some hardware controls:
• contrast, brightness, etc. on screens
• volume on speakers
• some controls are used for both input and output
• show users choices or current setting
• allow users to operate the control
• example: printer control
Input Devices
• Purpose
• entering data into a computer system
• issuing instructions (commands) to a computer
• Input device
• transforms data from the user into a form that a computer system can
process
• together with appropriate software (device drivers)
• need to specify the objects and actions of interaction
• what should be done
• how can it be done
• logical equivalence of input devices
• different devices can be used for the same input tasks
• examples
• mouse, trackpad, pen
• mouse, cursor keys
• keyboard, pen
• keyboard, microphone with speech recognition
Properties of Input Devices
• Property sensed
• States sensed (direct vs. indirect)
• Number of dimensions
• Device acquisition time
• Gain (C:D)
• Other metrics
Categories of Input Devices
• pointing devices
• purpose
• control the movement of
the cursor on the screen
• manipulation of objects
on GUIs
• examples
• light pen
• mouse
• touch screen
• trackpad
• pen and tablet
• joystick
• thumb wheel
• footmouse
• audio - voice/speech
• microphone
• visual - digital input devices
• scanners
• digital cameras and charged-coupled devices (CCDs)
• light sensors
• screen brightness adjustment
• not typically used for user interaction
• List three types of pointing devices:
• what key aspects differentiate the devices
• consider technology, methods, and usability
(use same Google Doc)
Consider Touch Screens:
Consider the example below when users need to move from
the before screen to the after screen.
• What gesture would you expect users would do to
transform from the before and after for the three
examples?
(use same Google Doc)
• Consider Speech Recognition:
• Make a list of speech recognition devices & their
key features
(use same Google Doc)
Additional I/O Devices
• handwriting recognition
• smart card
• biometric device
• gesture interfaces
• haptic device
• wearable computer
• Google glass (speech interface)
• Name three applications for which you believe
haptic input and output would greatly increase their
usability
(use same Google Doc)
Selecting Input Devices
• the input device should
• match physiological / psychological characteristics of users, their training, and their
expertise
• e.g. older adults may be hampered with arthritis, and may be unable to type;
inexperienced users may be unfamiliar with keyboards and keyboard layouts, etc.
• be appropriate for the tasks to be performed
• e.g. a drawing task requires a device that allows continuous movement; selecting an
option from a list requires an input device that permits discrete movement, etc.
• be suitable for the intended work and environment
• e.g. speech input may be useful when there is no keypad or keyboard, or when the
eyes and hands are busy, but is unsuitable in noisy conditions; automatic scanning is
suitable if there is a large amount of data to be gathered, etc.
Tracking Devices
• Tracking of alternative interaction devices or tracking the
position and gestures of the user
• Devices evaluated based on
• jitter
• update rates
• latency
• drift
• accuracy
• Mechanical Tracking
• Magnetic Tracking
• Ultrasonic Tracking
• Optical Tracking
• Inertial Tracking
• Hybrid Tracking
Evaluating Input Devices
• How does the input device perform? (at representative tasks)
• Target Acquisition
• Steering
• Pursuit Tracking
• Freehand drawing
• Drawing lines
• Tracing and digitising
• Rapid or slow motion
• Clicking, double clicking or dragging
Ergonomic Issues
• Reduce repetition
• Minimise force required to operate
• Natural and neutral postures
• Cues for use
Fitt’s Law
• Applied for the comparison and optimisation of
pointing devices
• Movement time as a logarithmic function of the
amplitude of the movement and the width of the
error tolerance:
MT = a + b log2(A/W + 1)
• Fitt’s Index of difficulty describes moves in the task
space using a single abstract metric of difficulty
ID = log2(A/W + 1)
MT = a + b ID
• The Index of Performance (IP), measured in
bits/second, quantifies the bandwidth of a pointing
device.
IP = MT/ID
Applications of Fitt’s Law
• Applies to rate-controlled input devices, area cursors or pointing
under a microscope
• Results for:
• Tracking vs. dragging states
• Bandwidth of limb segments
• Effects of Lag
• C:D gain
• Scrolling and multi-scale navigation
Mapping Input Signals
• Transfer Functions - mathematical transformation
that scales the data from an input device
• self-centering devices
• motion sensing devices
• Absolute devices
Feedback: responding to
input
• Passive
• Visual, auditory & tactile;
• input/output correspondence:
• perceptual structure;
• kinaesthetic correspondence;
• Active Haptic Feedback
The Future of Input
• Ubiquitous computing vision;
• Synthesise structure from low level input;
• Smart homes, smart wearables with intelligent use
of sensors;
–Rick Rashid
“These devices will eventually replace paper
print media. We are reaching a point in the
future where any surface can be an interactive
surface.”

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ICS3211 lecture 04

  • 1. ICS3211 - Intelligent Interfaces II Combining design with technology for effective human- computer interaction Week 4 Department of Intelligent Computer Systems, University of Malta, 2016
  • 2. HCI: Input Devices & AI Week 4 overview: • Decisions & Choices - recap; • What’s new in IUIs? : trends and challenges; • I/O devices: categories & properties; • Display devices; • Pros & Cons of different devices;
  • 3. Learning Outcomes At the end of this session you should be able to: • List the various types of input devices; • Critically assess input & interface needs for different audiences & contexts; • Summarise key characteristics & properties of input devices; • Describe input device features and how these may be helpful to users; • Elaborate on Fitt’s Law to test the performance of input devices;
  • 4. Recap • Take the Quiz on MOODLE VLE • Approaching choices: preferential vs. non-preferential • Focus on goals • Habit • Consequences & situation assessment • Social Influence
  • 5. What’s new in IUIs? : trends & challenges • Interfaces as important components for interaction tasks; • Sensor-based new interaction paradigms; • Human-Centred data analysis; • Pervasive affective computing; • Challenges of IUIs;
  • 7. • What are two features of interfaces which are likely to be helpful to a non-technically minded user? • List how some interfaces adapt better to different users. • Use the Google Doc: http://tinyurl.com/jl5bqre to write your answers.
  • 8. Input Devices: categories & properties • keyboard • mouse • microphone • scanner • digital camera
  • 9. • the devices used for input and output determine the nature and capacity of information transferred between human and computer • characteristics of the I/O devices influence user interface design to a large degree • the choice of an inappropriate or inadequate design will diminish the performance of the task • combinations of I/O devices can increase the usability of a system
  • 10. Input/Output Devices • I/O devices are hardware elements • connection between the physical human effectors (hands, vocal cords) and sensors (eyes, ears), and the input and output channels of computers • also enable communication between users and software • usually their properties and behavior can be adapted through software • task demands and user preferences affect the choice of input and output devices to use • e.g. the need for hands-free or silent operation • special devices or setups for users with disabilities
  • 11. Controls • Usually software elements shown on the display • used to set preferences and make choices • some familiar controls: • menus • radio buttons, check buttons, toggles, sliders • some hardware controls: • contrast, brightness, etc. on screens • volume on speakers
  • 12. • some controls are used for both input and output • show users choices or current setting • allow users to operate the control • example: printer control
  • 13. Input Devices • Purpose • entering data into a computer system • issuing instructions (commands) to a computer • Input device • transforms data from the user into a form that a computer system can process • together with appropriate software (device drivers)
  • 14. • need to specify the objects and actions of interaction • what should be done • how can it be done • logical equivalence of input devices • different devices can be used for the same input tasks • examples • mouse, trackpad, pen • mouse, cursor keys • keyboard, pen • keyboard, microphone with speech recognition
  • 15. Properties of Input Devices • Property sensed • States sensed (direct vs. indirect) • Number of dimensions • Device acquisition time • Gain (C:D) • Other metrics
  • 16. Categories of Input Devices • pointing devices • purpose • control the movement of the cursor on the screen • manipulation of objects on GUIs • examples • light pen • mouse • touch screen • trackpad • pen and tablet • joystick • thumb wheel • footmouse
  • 17. • audio - voice/speech • microphone • visual - digital input devices • scanners • digital cameras and charged-coupled devices (CCDs) • light sensors • screen brightness adjustment • not typically used for user interaction
  • 18. • List three types of pointing devices: • what key aspects differentiate the devices • consider technology, methods, and usability (use same Google Doc)
  • 19. Consider Touch Screens: Consider the example below when users need to move from the before screen to the after screen. • What gesture would you expect users would do to transform from the before and after for the three examples? (use same Google Doc)
  • 20. • Consider Speech Recognition: • Make a list of speech recognition devices & their key features (use same Google Doc)
  • 21. Additional I/O Devices • handwriting recognition • smart card • biometric device • gesture interfaces • haptic device • wearable computer • Google glass (speech interface)
  • 22. • Name three applications for which you believe haptic input and output would greatly increase their usability (use same Google Doc)
  • 23. Selecting Input Devices • the input device should • match physiological / psychological characteristics of users, their training, and their expertise • e.g. older adults may be hampered with arthritis, and may be unable to type; inexperienced users may be unfamiliar with keyboards and keyboard layouts, etc. • be appropriate for the tasks to be performed • e.g. a drawing task requires a device that allows continuous movement; selecting an option from a list requires an input device that permits discrete movement, etc. • be suitable for the intended work and environment • e.g. speech input may be useful when there is no keypad or keyboard, or when the eyes and hands are busy, but is unsuitable in noisy conditions; automatic scanning is suitable if there is a large amount of data to be gathered, etc.
  • 24. Tracking Devices • Tracking of alternative interaction devices or tracking the position and gestures of the user • Devices evaluated based on • jitter • update rates • latency • drift • accuracy
  • 25. • Mechanical Tracking • Magnetic Tracking • Ultrasonic Tracking • Optical Tracking • Inertial Tracking • Hybrid Tracking
  • 26. Evaluating Input Devices • How does the input device perform? (at representative tasks) • Target Acquisition • Steering • Pursuit Tracking • Freehand drawing • Drawing lines • Tracing and digitising • Rapid or slow motion • Clicking, double clicking or dragging
  • 27. Ergonomic Issues • Reduce repetition • Minimise force required to operate • Natural and neutral postures • Cues for use
  • 28. Fitt’s Law • Applied for the comparison and optimisation of pointing devices • Movement time as a logarithmic function of the amplitude of the movement and the width of the error tolerance: MT = a + b log2(A/W + 1)
  • 29. • Fitt’s Index of difficulty describes moves in the task space using a single abstract metric of difficulty ID = log2(A/W + 1) MT = a + b ID • The Index of Performance (IP), measured in bits/second, quantifies the bandwidth of a pointing device. IP = MT/ID
  • 30. Applications of Fitt’s Law • Applies to rate-controlled input devices, area cursors or pointing under a microscope • Results for: • Tracking vs. dragging states • Bandwidth of limb segments • Effects of Lag • C:D gain • Scrolling and multi-scale navigation
  • 31. Mapping Input Signals • Transfer Functions - mathematical transformation that scales the data from an input device • self-centering devices • motion sensing devices • Absolute devices
  • 32. Feedback: responding to input • Passive • Visual, auditory & tactile; • input/output correspondence: • perceptual structure; • kinaesthetic correspondence; • Active Haptic Feedback
  • 33. The Future of Input • Ubiquitous computing vision; • Synthesise structure from low level input; • Smart homes, smart wearables with intelligent use of sensors;
  • 34. –Rick Rashid “These devices will eventually replace paper print media. We are reaching a point in the future where any surface can be an interactive surface.”