Interaction Design Direct Manipulation

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Interaction Design Direct Manipulation. Prof. Dr. Matthias Rauterberg Faculty Industrial Design Technical University Eindhoven [email protected]. 04-DEC-2002. Key references/literature:. D.J. Mayhew (1992) Principles and guidelines in software user interface design. Prentice Hall. - PowerPoint PPT Presentation

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  • Interaction DesignDirect Manipulation Prof. Dr. Matthias RauterbergFaculty Industrial DesignTechnical University [email protected]

    (c) M. Rauterberg, TU/e

  • Key references/literature:D.J. Mayhew (1992) Principles and guidelines in software user interface design. Prentice Hall.chapter 9: dialog styles - direct manipulation.

    ISO/FDIS 9241 (1997) Ergonomic requirements for office work with visual display terminals (VDTs).Part 16: direct-manipulation dialogues.

    (c) M. Rauterberg, TU/e

  • Dimensions of interaction stylesInitiationDegree to which initiation of the dialogue rests with the computer or the human user.Dialogue flexibilitynumber of ways in which a user can perform given functions.Degree of automationAmount of work accomplished by the system in response to a single user command.Complexity of action spaceNumber of different options available to the user at any given point in the dialogue.Complexity of perception spaceDegree to which the interactions absorbs the memory and reasoning power of the user.Interaction style and user type[taken from Smith, 1997]

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  • SketchPad, Ivan Sutherland, MIT, 1963

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  • NLS, Douglas Engelbart, Stanford Research Institute, 1968First MouseD. Engelbart & W. English, 1964

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  • Star, Xerox, 1981

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  • Lisa Desktop, Apple, 1982

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  • A Web Community, eBay, 1990s

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  • The interface architecture

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  • Three different function typesPrimary functions[application manager]Secondary functions[dialog manager]Tertiaryfunctions[dialog manager]Application object(s)

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  • The function space[taken from Rauterberg, M. (1996). An empirical validation of four different measures to quantify user interface characteristics based on a general descriptive concept for interaction points. Proceedings of IEEE Symposium and Workshop on Engineering of Computer-Based Systems (IEEE Order Number: PR07355, pp. 435-441). IEEE Computer Society Press]

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  • Two dimensions for interaction[taken from Rauterberg, M. (1996). A concept to quantify different measures of user interface attributes: a meta-analysis of empirical studies. Proceedings of IEEE International Conference on Systems, Man and Cybernetics--SMC'96 (vol. 4, IEEE Catalog Number: 96CH35929, pp. 2799-2804) IEEE Press]

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  • How to measure?[taken from Rauterberg, M. (1996). Quantitative Test Metrics to Measure the Quality of User Interfaces. In: Proceedings of Fourth European Conference on Software Testing Analysis and Review--EuroSTAR'96 (pp. TQ2P2/1 - TQ2P2/13). Amsterdam]

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    (functional) feedback

    D fFB = 1/D SUM (#PFd / #HFd) * 100% d=1

    interactive directness

    P -1 ID = 1/P SUM lng(PATHp) * 100%

    p=1

    flexibility of the dialog manager

    D DFD = 1/D SUM (#DFIPd) d=1

    flexibility of the application manager

    D DFA = 1/D SUM (#AFIPd)[] d=1

  • How to design Desktop Interfaces (DI)?Menu structure (I.e. pull-down menus)discrete and partially continuous actionsWIMP = Windows, Icons, Mouse, Pointingdesktop is NOT direct manipulationthe desktop metaphor does NOT fit to all application domains

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  • Desktop: example (1)

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  • Desktop: example (2)

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  • Desktop Interface (1): advantagesEasy to learn and rememberDirect, intuitive, "wysiwyg": allows user to focus on task semantics rather than on system semantics and syntaxFlexible, easily reversible actionsProvides context and instant, visual feedbackExploits human use of visual/spatial cues and motor behaviourLow typing requirements and visual feedback means less opportunity for user input error (and less error messages)

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  • Desktop Interface (2): disadvantagesCan be inefficient for high frequency experts, especially touch typist, and when there are more actions and objects than can be fit on one screenmay be difficult to design recognizable icons for many objects and actions (what is it versus where is it)icons take more screen real estate than words

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  • Desktop Interface (3)Knowledge and experiencelow typing skillslow system experiencelow task experiencelow application experiencehigh frequency of use of other systemslow computer literacyjob and task characteristicslow frequency of uselittle or no trainingdiscretionary usehigh turn over ratelow task importancelow task structureMost appropriate for:

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  • Desktop Interface (4)Guideline:accompany icons with names

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  • Desktop Interface (5)Guideline:choose appropriate windowing strategy

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  • Desktop Interface (6)Windowing uses:quick context switching with place-savingwork in one, monitor anothercut and pastecompareshow more detail, preserve contextgive command, see resultsget HELP, preserve contextdisplay same object in different formsWindowing types:system-controlleduser-controlled, tileduser-controlled, overlapping

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  • Desktop Interface (7)Windowing: experimental study

    [S.E. Davies, K.F. Bury and M.J. Darnell (1985) An experimental comparison of a widowed vs. a non-windowed operating system environment. Proceedings of the Human Factors Society 29th Annual Meeting, pp. 250-254]

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  • Desktop Interface (8)Windowing: experimental study

    [K. Gaylin (1986) How are window used? Some notes on creating an empirically based windowing benchmark task. Proceedings CH86, ACM, pp. 96-100]]

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  • Desktop Interface (9)Windowing: experimental study

    [S.A. Bly and J.K. Rosenberg (1986) A comparison of tiled versus overlapping windows. Proceedings CHI86, ACM, pp. 101-106]

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  • Windowing design guidelines:design easy to use and learn window operations (complexity of windowing interfaces should NOT cancel out advantages).minimise the number of window operations necessary to achieve a desired effect.make navigation between windows particularly easy and efficient to do.make setting up windows particularly easy to remember.Desktop Interface (10)provide salient visual cues to identify active window.provide a consistent user model of windows (window is an object OR workspace OR dialog box).allow overlapping when displays are unpredictable, screens are small, and users are fairly frequent and experienced.in overlapping windowing, provide powerful commands for arranging windows on the screen in user-tailorable configurations.

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  • Historical Trends for Icon DesignFour different levels of abstraction can be found over the last 80 years.Actual icons get more abstract compared to the past.

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  • The Meaning of IconsThe numbers in the table mean the percentage of all collected answers; each intended answer is underlined.[see Caron, J.P., Jamieson, D.G. & Dewar, R.E.: Evaluating pictograms using semantic differential and classification technique. Ergonomics 23(2), 1980, p. 142]

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  • The Icon Set for Marshalling Signals[ redrawn from Henry Dreyfuss, Symbol Sourcebook (New York, 1972), p. 152]See the wonderful analysis of this icon set and the recommended redesign in the marvelous book of Edward R. Tufte (Envisioning Information, 1990, Graphics Press) on page 63.

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  • Redesign of Icons (1)Design Principle:avoid excessive detail in icon design.

    [see Deborah J. Mayhew, Principles and Guidelines in Software User Interface Design (1992) pp.316-331]

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  • Redesign of Icons (2)Design Principles:design the icons to communicate object relations and attributes whenever possible;accompany icons with names.

    [see Deborah J. Mayhew, Principles and Guidelines in Software User Interface Design (1992) pp.316-331]

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  • [taken from Dominic Paul T. Piamonte (2000): Using Multiple Performance Parameters in Testing Small Graphical Symbols.Doctoral thesis, Institutionen fr Arbetsvetenskap Avdelningen fr Industriell ergonomi. ISSN: 1402-1544]

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  • Recognition rates in percent (first rows, bold-faced: above 67%) and certainty ratings (second rows) for the 23 Referents by subjects fromPhilippines and Sweden (N=100). Note: Phil. = Philippines, Swed. = Sweden. [taken from Dominic Paul T. Piamonte (2000): Using Multiple Performance Parameters in Testing Small Graphical Symbols.Doctoral thesis, Institutionen fr Arbetsvetenskap Avdelningen fr Industriell ergonomi. ISSN: 1402-1544 ISRN: LTU-DT--00/02--SE]

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  • Graphical symbols used in the main studies as based on Bcker (1993) for the European Telecommunications Standards Institute (ETSI, 1993).Best videophone symbols when combining hit rates, false alarms(confusions) and missing values (no answers), per country. Numbers indicate Symbol Set.

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  • BenefitUsers knowledge and experiences in application domainlowhightextualrepresentationvisual representationconcreterepresentationhighlow

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  • Information typesphysicalconceptualstaticdynamicstaticdynamicStatesperson sleepingdescriptivefeatures of a computerrelationshipssimilarity between twinsspatialdimensions of a room

    discrete actionswitch light oncontinuous actionski turneventsstart of a raceproceduralrepair photocopiercausalhow an engine works

    statesevidence is uncertaindescriptivepersons beliefrelationshipsclasses of religious beliefvaluesprime numbers

    discrete actionchoosing to agree/disagreecontinuous actionmonitoring successproceduraldiagnosing a faultcausalexplanation of gravity

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  • Media selection and combination

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    Information type

    Preferred media selection

    Example

    Physical

    Realistic still or moving image

    Photo of a person

    Conceptual

    Text or speech, designed image

    Explain sales policy

    Descriptive

    Text, speech, realistic image

    Chemical properties

    Spatial

    Realistic/designed image

    Diagram of a building

    Value

    Text/tables/numeric list(s)

    Pressure reading

    Relationship

    Designed images, graphs, charts

    Histogram of rainfall/month

    Procedural

    Image series, text

    Evacuation instructions

    Discrete action

    Still image

    Make coffee

    Continuous action

    Moving image

    Monoeuvres while skiing

    Events

    Sound, speech

    Fire alarm

    States

    Still images, text

    Photo of weather conditions

    Causal

    Still & moving image, text, speech

    Video of rainstorm causing flash flood

  • Examples for media design[taken from Rauterberg, M. (1998). About the importance of auditory alarms during the operation of a plant simulator. Interacting with Computers, vol. 10(1), pp. 31-44]

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    representational

    abstract

    visual

    concrete

    signified

    picture, e.g.

    symbol, e.g.

    speed > speedometer, e.g.

    danger > alarm flasher, e.g. blue light of a police car

    auditory

    verbal

    spatial

    speech, e.g."Stop the machine!"

    onomatopoeia and mimic, e.g. event generated sound pattern

    speech, e.g."Attention, please!"

    tone, e.g. beep-beep-beep

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  • Feedback of system status information

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  • Desktop Interface: design guidelinesprovide alternative interface for high frequency, expert userchoose a consistent icon design scheme:depict before and afterdepict tooldepict actionaccompany icons with name/labelsprovide visual feedback for position, selection and movement, and physical feedback for modes!

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  • Summary (1)

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  • Summary (2)

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  • Summary (3)

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  • Summary (4)

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  • How to design Direct Manipulation (DM)?Icons and pop-up menusNatural mappingsmostly analogue and continuous actionscontext awareness of the system about users situation

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  • Direct manipulation interface

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  • Direct manipulation interaction

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  • Trends in User Interface TechnologyUbiquitous and Mobile computingAmbient rooms and Cooperative buildings

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  • Head-up Displays in CarsMore information and less distraction Information on the state of the road, on the speed of the vehicle in front (supplied by the intelligent cruise control), on obstacles lying around the next bend in the road identified by the remote detection system, or direction arrows sent by the driver guidance system... drivers will be receiving more and more information from "intelligent" vehicle systems. Although the information is intended to enhance safe driving, there is a danger that an abundance of information may produce the opposite effect if driver glance-away time has to increase in order to apprehend the data.

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  • Electronic Performance Support SystemFood processing plant worker with a first-generation prototype wearable computer.Possible applications include support for quality control data collection or assistance with environmental auditing.This system gives its users the information the users need to perform a task as they actually perform the task.

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  • Airline ApplicationsThis remarkable ultra-lightweight computer, worn as a belt, delivers maximum information to users with a minimum of work. Designed for individuals who demand mobility, this computer offers voice control and heads up display for complete, hands-free operation. Users can enter or retrieve information while going about their jobs, instead of constantly returning to the shop area to check a stationary computer, or stopping work to punch keys.

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  • The two different interaction areas

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    EMBED Word.Picture.8

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  • The Virtual WorkbenchThe KOSIMA projectat the TU Aachen

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  • BUILD-IT: an integrative design tooldesign team with different domain knowledgeunconstrained social interactionintegration of form and contentintuitive interaction style

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  • Two-handed interaction...hand-written inputspeech inputtwo-handed interaction

    new methods and concepts for graspable interfaces

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  • Ubiquitous ComputingTwo issues are of crucial importance: location and scale Location : ubiquitous computers must know where they areInch-scale machines: approximate active Post-It notesFoot-scale machines: like a sheet of paper (or a book or a magazine)Yard-scale machines: the equivalent of a blackboard or bulletin boardPrototype tabs, pads and boards are just the beginning of ubiquitous computing

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  • Ubiquitous Computing (UC)Graphical User Interface (GUI)User Interface Types(immersive) Virtual Environment (VE)Augmented Reality (AR)

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  • Augmented Reality (AR) CharacteristicsCombines real and virtual: virtual objects superimposed or composited with the real world (adding and/or removing)Interactive in real timeRegistered in 3-DIn contrast to VEs, AR supplements reality rather than replacing it

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  • The Designers Outpost, UC Berkeley, 2001

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  • The DynaWall and two CommChairsThe size of the DynaWall opens a new set of human-computer interactions.It is possible that information objects can be taken at one position and put somewhere else on the display or thrown from one side to the opposite side. Dialog boxes always appear in front of the current user(s). User interface components are always at hand, etc.

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  • Phantom, Sensable Technologies, 1993

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  • The PalmPilotThe PalmPilot has a lot functionality.This device fits with its pocket size into one hand.There is a communication channel via IR to the PC. Small, and a reasonable price

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  • Electronic Paper, MIT, 2001Electronic Paper, Xerox, 2000

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  • Wearable Computer Providing hands-free operation Sharing the data in real-time with background Supporting user comfort Allowing audio interactions in a noisy environment Creating a simple user interface Keeping costs down

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  • Wearable Computers, MIT, 1990s

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  • Home of the FutureMain characteristics:Home automation is defined as a process or system which provides the ability to enhance one's lifestyle, and make a home more comfortable, safe and efficient. Home automation can link lighting, entertainment, security, tele-communications, heating and air conditioning into one centrally controlled system. Bill and Melinda Gates' $97 million house

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  • Office of the FutureMain characteristics:attentiveactiveadaptive

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  • Design MetaphorsChannelToolSubstitute10002000history

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  • Interacting with computer controlled, intelligent machines

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  • Assignment-1 (1 group a 5)Design a DM for a coffee machine: 1) analyze all functions of the coffee machine;2) design a DM (incl. icons or graspable objects) for this machine;3) discuss the pros and cons of your design;4) prepare a presentation of about 10 min.

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  • Assignment-2 (1 group a 5)Assess the interface of Ms Windows: 1) analyze the desktop interface of Ms Windows;2) assess this interface using the ISO 9241:part 16 procedure;3) discuss the pros and cons of this interface and come up with re-design recommendations;4) prepare a presentation of about 10 min.

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  • Assignment-3 (1 group a 5)Assess the interface of APPLE Macintosh: 1) analyze the desktop interface of APPLE Macintosh;2) assess this interface using the ISO 9241:part 16 procedure;3) discuss the pros and cons of this interface and come up with re-design recommendations;5) prepare a presentation of about 10 min.

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  • Assignment-4 (1 group a 5)Design a DM for a phone: 1) analyze all basic functions of the phone on your desk;2) design a DM (incl. icons or graspable objects) for this machine;3) discuss the pros and cons of your design;4) prepare a presentation of about 10 min.

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    About HCI in general:

    L. Barfield: The user interface - concepts & design. Addison Wesley, 1993.

    P. Booth: An introduction to Human-Computer Interaction. Lawrence Erlbaum, 1990.

    A. Dix, J. Finlay, G. Abowd, R. Beale: Human-Computer Interaction. Prentice, 1993.

    L. Macaulay: Human-Computer Interaction for Software Designers. Thomson, 1995.

    D. Norman, S. Draper: User centered system design. Lawrence Erlbaum, 1986.

    J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey: Human-Computer Interaction. Addison Wesley, 1994.

    B. Shneiderman: Designing the user interface. Addison Wesley, 1997, 3rd edition.

    About design principles:

    C. Brown: Human-Computer Interface design guidelines. Ablex, 1989.

    W. Galitz: Handbook of screen format design. QED, 1989.

    C. Gram, G. Cockton (eds.): Design priniples for interactive software. Capman & Hall, 1996.

    D. Hix, R. Hartson: Developing user interfaces. Wiley, 1993.

    ISO 9241 (Part 10: Dialogue principles, Part 12: Presentation of information, Part 14: Menu dialogues, Part 15: Command dialogues, Part 16: Direct manipulation dialogues, Part 17: Form fill-in dialogues)

    D. Mayhew: Priniples and guidelines in software user interface design. Prentice, 1992.

    About usability evaluation methods:

    J. Dumas, J. Redish: A practical guide to usability testing. Ablex, 1993.

    D. Freedman, G. Weinberg: Walkthroughs, Inspections, and technical reviews. Dorset, 1990.

    ISO 9241 (Part 11: Guidance on usability, Part 13: User guidance)

    A. Monk, P. Wright, J. Haber, L. Davenport: Improving your Human-Computer Interface: a practical technique. Prentice Hall, 1993.

    J. Nielsen, R. Mack (ed.): Usability inspection methods. Wiley, 1994.

    About Design:

    D. Norman: The psychology of everyday things. Basic Books, 1988.

  • References for GuidelinesArticles and BooksGrudin, Jonathan. "The Case Against User Interface Consistency." Communications of the ACM, October 1989. Microsoft Windows User Experience, Official Guidelines for User Interface Developers and Designers. Redmond, WA: Microsoft Press, 1999. (USBN: 0735605661) OrganizationsACM Special Interest Group on Computer-Human Interaction (SIGCHI): The largest organization of UI practitioners. German HCI Group: A specialist group of the German Computer Society. Human Factors and Ergonomics Society. Usability Professionals Association: See their consultant directory for contract resources. Other Online ResourcesMicrosoft User Experience and UI Design Resources [http://msdn.microsoft.com/ui/] Useit.com [http://www.useit.com/]

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  • ISO TC 159 SC4 Ergonomics of Human System InteractionWG1 is responsible for ISO 7249 and ISO 9355 which deal with fundamentals of displays and controls rather than HCI. WGs 2 to 5 are responsible for ISO 9241 (see later slide). WG 5 is developing a standard dealing with the ergonomics requirements of multi-media interfaces ISO NP 14915 - see later slide. WG 6 is concerned with how ISO 9241 can be used and with ISO 13407 Human-Centred Design of Interactive Systems. WG8 is concerned with ISO 11064, (see Table h621-2) on the ergonomics design of control centres, which include process plant control centres, security control centres and other, frequently safety critical control centre applications.Part 1Principles for the design of control centresPart 2Principles of control suite arrangementPart 3Control room layoutPart 4Workstation layout and dimensionsPart 5Displays and controlsPart 6Environmental requirements for control roomsPart 7Principles for the evaluation of control centresPart 8Ergonomics requirements for specific applications

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  • ISO/IEC JTC1 SC18 WG9 User System Interfaces and SymbolsJoint Technical Committee (JTC1) deals with standards in the field of information technology. Sub committee 18 (SC18) is responsible for standards for Document Processing and Related Communication. Working Group 9 is developing standards in keyboard layout, symbols and user interfaces which have relevance beyond the strict domain of document processing. It has sub-groups working on Keyboard Layout, User Interfaces and Symbols. ISO/IEC 9995 is a multi-part standard dealing with keyboard layout which replaces a number of existing standards (see Table h621-3). It includes a keyboard layout for multiple Latin alphabet languages and a layout for letters used on a numeric keyboard. It should be noted that WG9 deals with the layout of keyboards, not with the key operation or other ergonomic features which are the responsibility of WG3 of TC 159 SC4. Part 1General principles governing keyboard layoutsPart 2Alphanumeric SectionPart 3Complementary layout of the alpha-numeric zone of the alpha-numeric sectionPart 4Numeric SectionPart 5Editing SectionPart 6Function SectionPart 7Symbols used to represent functionsPart 8Numeric zone of the numeric section, allocation of letters

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  • HCI StandardsISO methods 9241 (ISO 9000 series standards address quality) Ergonomic requirements of VDT - both hardware and software in 17 parts: Introduction Guidance on task requirements Visual Display requirements keyboard requirements workstation layout and postural requirements environmental requirements display requirements with reflections requirements for displayed colours requirements for non-keyboard input devices Dialogue Principles Usability Specification Presentation of Information User Guidance and Help Menu Dialogues Command Dialogues Direct Manipulation Dialogues Form-filling Dialogues Task Design - ISO 9241-2 The application of ergonomic principles ... is essentially the integration of task design with the design of software - where well designed tasks provide for the application of an appropriate variety of skills; ensure that the task performed are identifiable as whole units of work rather than fragments provide sufficient feedback on task performance in terms meaningful to the user

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  • ISO 14915 Multimedia User Interface Design - Ergonomic Requirements for human-centered multimedia interfacesStatusPart 1Design Principles and FrameworkDISPart 2Multimedia Control and NavigationCDPart 3Media Selection and MediaDISPart 4Domain Specific InterfacesWI

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