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Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

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Page 1: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Chapter 9

Interaction Devices

Page 2: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Keyboard Layouts

• QWERTY layout– 1870 Christopher Latham Sholes – design slowed down the users to avoid key jamming– frequently used letter pairs far apart to increase finger travel

distances

• Dvorak layout– 1920 – reduces finger travel distances by at least one order of

magnitude – 1 week of regular typing to make the switch– Acceptance has been low

• ABCDE style– 26 letters of the alphabet laid out in alphabetical order nontypists

will find it easier to locate the keys

Page 3: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Keyboards for Small Devices

• Wireless or foldable keyboards• Virtual keyboards• Cloth keyboards• Soft keys

• Pens and touchscreens

Page 4: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Page 5: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Pointing Devices

Six Types of Interaction Tasks

1. Select

2. Position

3. Orient

4. Path

5. Quantify

6. Text

Page 6: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Direct-control Pointing Devices

1. Lightpen– users point to a spot on a screen and to perform a

select, position, or other task

– allows direct control by pointing to a spot on the display

– incorporates a button for the user to press when the cursor is resting on the desired spot on the screen

– three disadvantages• users' hands obscured part of the screen• users had to remove their hands from the keyboard to pick

up the lightpen• Too fragile for public-access environments

Page 7: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Direct-control pointing devices (cont.)

2. Touchscreen– allows direct control touches on the screen using a finger

– early designs caused fatigue, hand-obscuring-the-screen, hand-off-keyboard, imprecise pointing, and the eventual smudging of the display

– lift-off strategy enables users to point at a single pixel

– can produce varied displays to suit the task

– are fabricated integrally with display surfaces

Page 8: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Direct-control pointing devices (cont.)

3. Tablet PCs and Mobile Devices: – Natural to point on the LCD surface

– Stylus

– Keep context in vie

– Inconvenient to pick up and put down stylus

– Accommodates gestures and handwriting recognition

Page 9: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Indirect pointing devices• mouse *

– the hand rests in a comfortable position– buttons on the mouse are easily pressed– long motions can be rapid– positioning can be precise

• trackball– usually implemented as a rotating ball 1 to 6 inches in

diameter that moves a cursor • joystick

– are appealing for tracking purposes

• graphics tablet– a touch-sensitive surface separate from the screen

• touchpad– offers the convenience and precision of a touchscreen while

keeping the user's hand off the display surface

Page 10: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Comparison of pointing devices

• Human-factors variables– speed of motion for short and long distances – accuracy of positioning – error rates – learning time – user satisfaction

• Other variables– cost – durability – space requirements – weight – left- versus right-hand use – likelihood to cause repetitive-strain injury – compatibility with other systems

Page 11: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Comparison of pointing devices (cont.)

• Some results– direct pointing devices faster, but less accurate – graphics tablets favored when on device for long

periods – mouse is faster than isometric joystick – for tasks that mix typing and pointing, cursor keys are

faster and preferred over a mouse– muscular strain is low for cursor keys

Page 12: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Model of human hand movement

Fitts' LawConsider three components:1. Index of difficulty = log2 (D / W + 1)

where D is distance to move and W is target size

2. Time to point = C1 + C2 (index of difficulty)where C1 and C2 are device specific

3. Fine tuning = C3 log2 (d / W)

Time for precision pointing = C1 + C2 (index of difficulty) + C3 log2 (d / W)

Page 13: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Novel devices

1. Foot controls2. Eye-tracking3. Multiple-degrees-of-freedom devices4. DataGlove5. Haptic feedback6. Bimanual input7. Ubiquitous computing and tangible user

interfaces8. Handheld devices

Page 14: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Speech and auditory interfaces

• Speech recognition still does not match the fantasy of science fiction:

– demands of user's working memory – background noise problematic – variations in user speech performance impacts

effectiveness – most useful in specific applications, such as to

benefit handicapped users

Page 15: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Speech and auditory interfaces (cont.)

• Audio tones, audiolization, and music– Sound feedback can be important:

• to confirm actions • offer warning • for visually-impaired users • music used to provide mood context, e.g. in games

• can provide unique opportunities for user, e.g. with

simulating various musical instruments

Page 16: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Displays – Small and Large

• Primary source of feedback to the user from the computer

– Features:• Physical dimensions (usually the diagonal

dimension and depth)• Resolution (the number of pixels available)• Number of available colors, color correctness• Luminance, contrast, and glare• Power consumption• Refresh rates (sufficient to allow animation and

video)• Cost• Reliability

Page 17: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Displays – Small and Large (cont.)

Usage characteristics distinguish displays:• Portability• Privacy• Saliency• Ubiquity• Simultaneity

Page 18: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Display technology

• Monochrome displays RGB shadow-mask displays

• Raster-scan cathode-ray tube (CRT)

• Liquid-crystal displays (LCDs)

• Plasma panel

• Light-emitting diodes (LEDs)

Page 19: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Display technology (cont.)

• Electronic ink– Paper like resolution– Tiny capsules with negatively and positively charged

particles

• Braille displays– Pins provide output for the blind

• Large displays– Informational wall displays– Interactive wall displays– Multiple desktop displays

Page 20: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Displays – Large and Small (cont.)

• Heads-up and helmet mounted displays– A heads-up display projects information on a

partially silvered widescreen of an airplane or car

– A helmet/head mounted display (HMD) moves the image with the user

– 3D images

Page 21: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Mobile device displays

• Currently mobile devices used for brief tasks, except for game playing

• Optimize for repetitive tasks

• Custom designs to take advantage of every pixel

• DataLens allows compact overviews

• Web browsing difficult

• Okay for linear reading, but making comparisons can be difficult

Page 22: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Animation, image, and video

• Accelerated graphics hardware• More information shared and downloaded on

the web• Scanning of images and OCR• Digital video• CDROMS and DVDs • Compression and decompression through

MPEG• Computer-based video conferencing

Page 23: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Printers

Important criteria for printers: – Speed – Print quality – Cost – Compactness – Quiet operation – Use of ordinary paper (fanfolded or single sheet) – Character set – Variety of typefaces, fonts, and sizes – Highlighting techniques (boldface, underscore, and

so on) – Support for special forms (printed forms, different

lengths, and so on) – Reliability

Page 24: Copyright © 2005, Pearson Education, Inc. Chapter 9 Interaction Devices

Copyright © 2005, Pearson Education, Inc.

Summary

1. Choosing hardware involves making a compromise between the ideal and the practical

2. Devices should be tested in the application domain

3. Keyboard entry is established but consider other devices where appropriate

4. Speech systems not feasible presently – next obstacle

5. Consistency, functionality and versatility must be maintained