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Knowledge Technologies Institute 1 V. Pammer-Schindler May 4, 2015 Sensors and User Models @TUG, Ubiquitous User Interfaces 4 – User Interfaces for Ubiquitous Computing Viktoria Pammer-Schindler May 4, 2015 Some of the slides in this lecture are very closely based on the slides for the HCI Book, Chapter 4, so have a look at the original: http://www.hcibook.com/e3/chaps/ch4/resources/ http:// www.hcibook.com/ e3/chaps/ch4/ resources/

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V. Pammer-Schindler May 4, 2015 Sensors and User Models @TUG, Ubiquitous User Interfaces

4 – User Interfaces for Ubiquitous Computing

Viktoria Pammer-Schindler May 4, 2015

Some of the slides in this lecture are very closely based on the slides for the HCI Book, Chapter 4, so have a look at the original: http://www.hcibook.com/e3/chaps/ch4/resources/

http://www.hcibook.com/e3/chaps/ch4/resources/

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V. Pammer-Schindler May 4, 2015 Sensors and User Models @TUG, Ubiquitous User Interfaces

Which Computers / Programs Did You INTERACT with already today?

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V. Pammer-Schindler May 4, 2015 Sensors and User Models @TUG, Ubiquitous User Interfaces

Days and Topics March 11 Intro

March 16 Designing Interactive Systems – Assignment 1 Published in Detail

March 23 (10-13) Prototyping + Evaluating Interactive Systems - Paper Presentation and Discussion ( Assignment 1) – Assignments 2-4 Published in Detail – Android Sensing Tutorial Day will be Announced!

April 20 Presentation Assignment 2/3

April 27 Presentation Assignment 2/3 – Submission Assignment 4

May 4 User Interfaces for Ubiquitous Computing - Assignment 5 Published in Detail

May 11 Context-Aware Computing - Details on Final Paper

May 18 Presentation Assignment 5

June 1 Presentation Assignment 5

June 8 Submission Final Paper

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V. Pammer-Schindler May 4, 2015 Sensors and User Models @TUG, Ubiquitous User Interfaces

Recap

1.  UbiComp Definition, Vision, History 2.  Methods of Designing Interactive Systems:

–  Storyboards –  Stakeholder Analysis, Context Diagrams, Work Modelling –  Prototyping

3.  Evaluation Methods –  Overview –  Cognitive Walkthrough –  Heuristic Evaluation

Forward: Technology 1.  Ubiquitous User Interfaces 2.  Context-Aware Computing

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Today

Interaction Paradigms –  Ubiquitous Computing –  Metaphor –  Direct manipulation –  Action vs Language –  Multimodal Interaction

What is an interface? The Human – Perception and Communication Channels Ubiquitous User Interfaces – Challenges and Examples

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Learning Goals and Motivation

After today’s lecture you should –  Understand the concepts

•  Metaphor-based interaction •  Direct manipulation •  Action-based vs language-based interaction

–  Understand different communication channels that are relevant for humans (and hence in HCI)

–  Understand challenges for designing ubiqitous user interfaces

–  Know classes of ubiquitous use interfaces

–  Be able to give examples for systems that make use of different communication channels, or constitute different UUI classes

Helps you to systematically think through options when you design a new application!

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V. Pammer-Schindler May 4, 2015 Sensors and User Models @TUG, Ubiquitous User Interfaces

What is an interface?

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Interface

Interface: Boundary between 2 Actors Interactive Systems: Humans and Computers

–  Traditionally: 1 Human, 1 Computer –  Increasingly: x Humans, x Computers (CSCW) –  UbiComp: 1 Human, n Computers – x Humans, m*x

Computers

Communication mediated by interface Actors have channels for communication (input/output

may blur, e.g., eyes/signt)

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What is a Paradigm?

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Example Paradigm Shifts

A symbiosis of physical and electronic worlds in service of everyday activities.

•  Batch processing •  Timesharing •  Networking •  Graphical display •  Microprocessor •  WWW •  Ubiquitous Computing

http://www.hcibook.com/e3/chaps/ch4/resources/

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User Interface Paradigms

Metaphor Direct manipulation Language vs. Action

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UI Paradigm: Metaphor

Relating computing to other real-world activity is effective teaching technique –  LOGO's turtle dragging its tail –  file management on an office desktop –  word processing as typing –  financial analysis on spreadsheets –  virtual reality – user inside the metaphor

Problems

–  Users understand the metaphor but not the system (what happens when a file is moved?)

–  Metaphors may prevent the implementation and understanding of inherently new functionality

–  Cultural bias

http://www.hcibook.com/e3/chaps/ch4/resources/

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Reference List: Metaphorical Contexts –  Desk: Drawers, files, folders, papers, paper clips, stick-on note

sheets –  Document: Books, chapters, bookmarks, figures; newspapers,

sections; magazines, articles; newsletters forms –  Photography: Albums, photos, photo brackets/holders –  Television: Programs, channels, networks, commercials, viewer

guide –  Music: Compact disk, cassette, record, tracks, jukeboxes –  Deck of cards: Cards, piles –  Games, game rules, game pieces, game boards –  Film: Rolls, slide trays, shows, reels, movies, theaters –  Containers: Shelves, boxes, compartments –  Tree: Roots, trunk, branches, leaves –  Maps: Networks, diagram, map: nodes, links, landmarks, regions,

labels, base (background), legend –  Cities: Regions, landmarks, pathways, buildings, rooms, windows,

desks

http

://dl

.acm

.org

/cita

tion.

cfm

?id=

1536

70

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Reference List: Functions –  Move (purposeful traversal): navigate, drive, fly –  Browse (low goal-oriented review of options): Rapid replacement,

scanning text lines, window shopping, thumbing through books, –  Scan (very rapid browsing): fast review of scrollable items, fast

review of buildings, objects, people, billboards on highway at high speed

–  Locate: point, touch, encircle item(s) –  Select: touch item, poke item, grab item, lasso item, place finger

on item and slide –  Create: add (new), copy –  Delete: throw away, destroy, lose, recycle, shred. Delete

(temporary or permanent) sometimes consists of dragging a file icon to a trash can, garbage can, refuse truck, black hole, or a goat.

–  Evaluate: Rotate knob, slide pointer, twist, spin –  Pour, flow: water (pipelines, rivers), electricity.

http

://dl

.acm

.org

/cita

tion.

cfm

?id=

1536

70

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UI Paradigm: Direct manipulation

Direct manipulation (Shneiderman, 1982) –  visibility of objects –  incremental action and rapid feedback –  reversibility encourages exploration –  syntactic correctness of all actions –  replace language with action

The interface is a world in which the user can act

http://www.hcibook.com/e3/chaps/ch4/resources/

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UI Paradigms: Language versus Action

Direct Manipulation – interface replaces

underlying system -> user carries out “actions” on objects

Language paradigm

–  User tells computer what to do (e.g., search, programming) –  The more intelligent interpretation of user input needs to be,

the more this goes towards agent-based interfaces (e.g., natural language based questions)

http://www.hcibook.com/e3/chaps/ch4/resources/

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Ubiquitous User Interfaces

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What’s new?

Multi-modal: Multiple communication channels –  Increased focus on input via speech, gaze, body movement –  Increased focus on output via

Implicit / invisible interaction: Context-aware, intelligent

systems

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Challenges

Novel interfaces: Outside known “interface language” (metaphors, icons, terminology…)

Disappearing interfaces: How to interact with an

invisible system? Technology Driven Design: Beyond being cool, what

existing problem is solved? Costs: How expensive will a widespread use of the

system be?

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The Human

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Human Perception

Five senses –  Sight (fast, most accurate in the center of focus, sensitive to

movement in the periphery) –  Sound (fast, effective in the background, e.g., selective

hearing, noticing changes) –  Touch – temperature, pressure, pain (slow, different body

parts have different sensitivity/resolution of receptors) –  Smell (slow) –  Taste (slow)

Other

–  Equilibrium –  Kinaesthetic sense (relative position of body parts)

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Communication Channels

Visual (Eyes - Text, Icons, Images, Movies, Gestures) Acoustic (Ears – Mouth, Spoken Language, Music,

Noise) Chemical (Taste, Smell - ???) Tactile (Touch, Temperature, Kinaesthetic, Balance,

Pain – Vibrating Devices, Haptic Interfaces)

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…. A view on Communication Channels fro Biology

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Examples: Tactile

Mobile phone vibrations Braille ActiveBelt:

–  For navigation –  For making users aware of ubicomp

information –  For reminding users of valuables left

behind –  For moving in sync with music,

or transmitting rhythmic vibrations to others

Koji Tsukada and Michiaki Yasamura. 2011. ActiveBelt: Belt-type Wearable Tactile Display for Directional Navigation. In Proceedings of Ubicomp 2004

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Example: Meta-Cookie as Pseudo-Gustatory Display

Takuji Narumi, Shinya Nishizaka, Takashi Kajinami, Tomohiro Tanikawa, and Michitaka Hirose. 2011. Augmented reality flavors: gustatory display based on edible marker and cross-modal interaction. In Proceedings of SIGCHI 2011 http://doi.acm.org/10.1145/1978942.1978957

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UUI Classes

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Tangible User Interfaces

1.  User manipulates a physical object 2.  System senses this 3.  … and provides some feedback

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TUI Example

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Tangible User Interfaces

Embodiment: How far is the output from the object the user manipulates? (input=output, output is near, around or far from the user)

Metaphor: How is the object related to the real-world (not at all, the object’s look, the interaction gesture, both, object=physical system)

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Surface User Interfaces

Self-illuminated surface via which computation is controlled –  Smartphones, tablets, ambient interactive displays –  Input device: stylus, fingers… –  Often similar interaction paradigms than in traditional GUIs –  Via smartphones, touch-based interfaces have become very

widespread, and a touch-gesture language has appeared (tap, double-tap, swiping, zooming)

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Ambient User Interfaces

… are ignoreable or glanceable … don’t always incorporate input and output – or input

may be very implicit

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Other

Audio Interfaces, both input and output (e.g., Memento – audio input)

Gestures as input Sensors as implicit input (e.g., FitBit)

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Communication Channels and UUI Classes

Visual Acoustic Chemical Tactile Tangible X X Surface X (X) X Ambient X (X) (X) (X) Speech-based / Audio

X

Sensors as Input

(X) (X) (X) X

Gestures as Input

(X) (X) (X) X

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CONCLUSION

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Recap

–  Interaction Paradigms: Metaphors, Direct Manipulation, Action vs. Language based, multimodality

–  Communication channels and their usage in ubicomp systems (visual, acoustic, tactile, olfactory)

–  User interface classes and input modalities (tangible, surface, ambient, audio/speech, gestures, implicit/sensor-based)

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Readings

Key readings: –  Dix et al., Human-Computer Interaction, Chapter 1 “The

Human” and Chapter 4 “Paradigms for interactions” www.hcibook.com

–  Krumm, Ubiquitous Computing Fundamentals, Chapter 6 “From GUI to UUI: Interfaces for Ubiquitous Computing”

Others:

–  Human Information Processing Capacity: Miller’s number (7±2) - http://www.musanim.com/miller1956/