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Mobile Interaction (Laurence Nigay, Grenoble Informatics Laboratory (LIG), HCI Group, University of Grenoble 1)
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Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Mobile Human-Computer Interaction
Introductory Course
Laurence NigayUniversity of Grenoble
Grenoble Informatics Laboratory - LIGEngineering Human-Computer Interaction Group - EHCI
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Outline
• Focus on Human-Computer Interaction
• EHCI Group• Mobility: a broad concept• Interaction with handheld devices
• EHCI Group
EHCI group & Mobile HCI
• “EHCI” for“Engineering for Human-ComputerInteraction”– Created in 1990– 7 professors and assistant-professors– 15 PhD students– 4 research engineers and 1 post-doc
EHCI group
• EHCI group belongs to LIG(Computer Science Laboratory of Grenoble)
• 165 academic researchers• 240 doctoral and post-doctoral students• 65 technical and administrative staff
– 24 autonomous research teams
– 4 principal themes• Infrastructure (networks and data)• Software (foundations and design models)• Interaction (perception, action and dialog)• Knowledge (learning, agent models and web-ontologies)
• Software Engineering for HCI
• Development of conceptual and technical toolsbased on HCI principles : Utility, usability, context
• Establishing links between psychology-ergonomics and software engineering
EHCI group: Research thematic
Human Supported byHuman sciences
Computer sciencecontribution
InteractionSystem
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
EHCI group: Research axes
• 4 complementary research axes– Models and processes for designing HCI,
formal testing– Interaction plasticity
• Adaptation of HCI to interaction context– Post-WIMP interaction
• Vision based finger tracking and two-handedinteraction …
• Mixed reality– Modality and multimodality
EHCI group: Research axes
• Models and processes for designingHCI, formal testing
• Task Hierarchy: a model at runtime
EHCI group: Research axes
• Interaction plasticity• Adaptation of HCI to interaction context• Context: interaction resources / user preferences /
social context / location etc.
EHCI group: Research axes
• Interaction plasticity• Adaptation of HCI to interaction context
1. PC only
Slides
Control panel
EHCI group: Research axes
• Interaction plasticity
1. PC
2. PDA: Partialmigration (only thecontrol panel, not thespeaker video)
EHCI group: Research axes
• Interaction plasticity
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Control panel
EHCI group: Research axes
• Interaction plasticity» camnote_shortRepetWeaving.mov
EHCI group: Research axes
• 4 complementary research axes– Models and processes for designing HCI,
formal testing– Interaction plasticity
• Adaptation of HCI to interaction context– Post-WIMP interaction
• Vision based finger tracking and two-handedinteraction
• Mixed reality– Modality and multimodality
• WIMP– Windows: scroll, resize, move– Icons: representations, drag/drop– Menus: pop-up, pull-down– Pointers: mouse, trackball
• Post-WIMP
EHCI group: Research axes EHCI group: Research axes
• Vision-based tracking (finger, token)
EHCI group: Research axes
• Mixed Reality» Video Geonote_26.avi
get
EHCI group: Research axes
• New technique of menu: multi-strokemarking menu
» Video MenuWave.wmv» Video WaveMenuIphone.mov
1) Menu appears
2) Menu is enlarged
3) Submenu appears
4) Final item is selected
•Submenus Previsualization– Rapid scan of possibilities
•Parent menus:– Always visible– Can be directly selected
•Visual stability of the focus of attention
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
EHCI group: Research axes
• 4 complementary research axes– Models and processes for designing HCI,
formal testing– Interaction plasticity
• Adaptation of HCI to interaction context– Post-WIMP interaction
• Vision based finger tracking and two-handedinteraction
• Mixed reality– Modality and multimodality
EHCI group: Research axes• Modality and multimodality
• RAZZLE: Mobile game– The goal of the player is to collect the pieces of a digital
puzzle– The digital puzzle pieces are scattered all over a
modeled playground
• Modality and multimodality• Multimodality for the task of collecting a selected
puzzle piece– Speech modality
– Gestural modality
– Tactile modality
Get
EHCI group: Research axes
Video RAZZLERAZZLEExpe1.dv
Video RAZZLERAZZLEExpe2.dv
• Modality and multimodality• RAZZLE experimental tests (10 subjects / 3 sessions)
– Use of the modalities– All sessions / All subjects
EHCI group: Research axes
31%
45%24% Tactile
GesturalSpeech
• Modality and multimodality• RAZZLE experimental tests (10 subjects / 3 sessions)
– Usage of the modalities per subject
EHCI group: Research axes
0%10%20%30%40%50%60%70%80%90%
100%
1 2 3 4 5 6 7 8 9 10
TactileGesturalSpeech
• Modality and multimodality• RAZZLE experimental tests (10 subjects / 3 sessions)
– Subject 4: Use of the modalities per action(for the three sessions)
EHCI group: Research axes
TactileGesturalSpeech
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Rotate 1 Collect 1 Rotate 2 Collect 2 Rotate 3 Collect 3
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
• Modality and multimodality• RAZZLE experimental tests (10 subjects / 3 sessions)
– Subject 9: Use of the modalities per action(for the three sessions)
EHCI group: Research axes
TactileGesturalSpeech
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Rotate 1 Collect 1 Rotate 2 Collect 2 Rotate 3 Collect 3
• Modality and multimodality• RAZZLE experimental tests (10 subjects / 3 sessions)
– The subjects used all of the modalities=> Usefulness of multimodality
– Individual preferences leading in some cases tospecialization
• Subject 4: Tactile modality for rotating a puzzle piece• Subject 9: Speech for rotating and collecting a puzzle piece=> Usefulness of multimodality
EHCI group: Research axes
• Engineering for HCI– Models and processes establishing links between
psychology-ergonomics and software engineering
– Interaction plasticity– Post-WIMP interaction– Modality and multimodality
– http://iihm.imag.fr/en/
EHCI group: Research axes
• EHCI group• Mobility
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Alan Dix (Lancaster University)
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Alan Dix (Lancaster University)
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Mobility:moving between devices
• Nomadic computing
Mobility:moving between devices
Mobility:moving between devices
• In the 1990s, the Internet– a global transport for e-mail
and data exchange,– but mostly for people
at fixed locations
• More recently– the office extended to employees on-the-go
("nomadic workers")=> similar to the case 4 « small devices that move
with you »
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Alan Dix (Lancaster University)
Moving within an instrumentedenvironment
• Examples:– Smart spaces– Augmented classroom / Augmented museum– Wireless supermarket
Moving within an instrumentedenvironment
What is thenearest availableconference room?
How manypeople are inthe gym? Isthe treadmill
free?
Motion Sensor:Room 3201 is
Empty What is theaverage
temperatureon the second
floor?
Smart spaces
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
• Olivetti Research Laboratory inCambridge, UK, in 1990-92
• Active Badge: location-aware systems
Active Badge
Active Badge
...Active Badge
Badge Sensor
Badge Sensor
Server/Applicationnetwork
wirelessIR
Moving within an instrumentedenvironment
Moving within an instrumentedenvironment
• Active Badge– Experimented with 32 staffs in ORL company in 2 weeks– All staff wearing badge that emits IR signal every 15 seconds– Intended to aid telephone receptionist
– FIND(name)» Provides current location of the named badge
– WITH(name)» Locates a named badge and other badges around the badge
– LOOK(location)» Provides badges near the specified location
– HISTORY(name)» Generates report of the location history for the named badge
Moving within an instrumentedenvironment
• Server• Network Control
– Polling all sensors on the network• Representation
– Builds linked list of (ID, location, time) in time order• Data Processing
– Process large amount of data from the active badge network• Display Interface
– Showing textual information
Moving within an instrumentedenvironment
• ATT Lab Cambridge: Active Bat– Sentient Computing: a form of ubiquitous
computing which uses sensors to perceive itsenvironment- A "follow-me phone" which would cause the
telephone nearest the recipient to ring.- Teleporting desktops via VNC just by clicking their
Active Bat near the computer.
Video Sentient.mpg
Moving within an instrumentedenvironment
• ParcTab (Rank Xerox)1995– http://sandbox.parc.xerox.com/parctab/
10,5 cm
7,8 cm
2,4 cm
Moving within an instrumentedenvironment
• Projet EasyLiving Microsoft
• VideoEasyLiving.mpeg
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Moving within an instrumentedenvironment
• Location-aware system (within a buidling)• Context-triggered actions are simple IF-
THEN rules used to specify how context-aware systems should adapt
Like living in a rule-based expert system
Moving within an instrumentedenvironment
• Examples:– Smart spaces– Augmented classroom / Augmented museum– Wireless supermarket
Moving within an instrumentedenvironment
• Augmented classroom: AR (video)
geometry and mathematics education
Moving within an instrumentedenvironment
• Examples:– Smart spaces– Augmented classroom / Augmented museum– Wireless supermarket
Moving within an instrumentedenvironment
• Augmented surpermarket– Based on RFID for products– WLan for communication inside the
supermarket– Intelligent chariots (with PC tablet)
Wireless supermarket concepts
• The Shopping Buddywireless touch-screen device attached to ashopping cart– scans in items placed in the cart by shoppers– delivers personalized services and incentives
when activated with a frequent-shopper card– RFID which triggers certain offers and can
help shoppers find anything in the store anddraw a path to find it.
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Wireless supermarket Operation• As you shop, you can scan in each item
– keeps a running total of how much you are spending– eliminates the need to wait in line at the check-out– you can also check the price of each item before you buy
• As you walk down the aisles– promotions and paperless coupons “pop-up” on the screen– Reminders of articles you search– Directions to articles
• You can place an order at the deli (ex. Half a kilo of ham)from anywhere– notification to pick it up (No more taking a number and
standing in line)
Wireless supermarket Operation
Wireless supermarket Operation
• The Everywhere Display (IBM)• Beamed
from the supermarket ceiling• transforms any surface
into an interactive computer• On the floor• On the items
Wireless supermarket Operation• The Everywhere Display (IBM) transforms any surface
into an interactive computer
• A recent MIT project: Sixthsense– wearable gestural interface that augments the
physical world around us with digital infor
Moving within an instrumentedenvironment
• Technological approach– 1. Augment the user
• The user wears or carries a device to obtaininformation about physical objects.
• => similar to the case 4 « small devices that movewith you »
– 2. Augment the physical object• The physical object is changed by embedding
input, output or computational devices on or withinit.
– 3. Augment the environment surrounding theuser
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Alan Dix (Lancaster University)
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Devices within moving vehicles
micro
Keyboard
Devices within moving vehicles
Tactile Surface
Devices within moving vehicles• FutureLab of Ars Electronica (Autria)• Augmented Reality
• Instar.mov video
Devices within moving vehicles
• INTUITION DGA project• Augmented cockpit (Rafale)
Devices within moving vehicles• INRETS-Lille
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Alan Dix (Lancaster University)
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Mobility: small devices Evolution of personal computers:a continuum
Desktops Laptops Palmtops Handhelds Wearables
Eye-pod, projection on contact lenses (univ. Washington)
Desktops Laptops Palmtops Handhelds
portability/mobility/maniability
Wearables
External support + hand(s) Hands-free1 hand (at least)
Weight
Evolution of personal computers:a continuum
Desktops Laptops Palmtops Handhelds Wearables
Evolution of personal computers:a continuum
Wearable Computer• A small portable computer that is designed to be worn on
the body during use.• In this, wearable computers differ from PDAs, which are
designed for hand-held use.• Wearable computers are usually either integrated into
the user's clothing or can be attached to the bodythrough some other means, like a wristband.
• They may also be integrated into everyday objects thatare constantly worn on the body, like a wrist watch or ahands-free cell phone.
University of Waterloo CA
• To develop new interfaces thatmediate (augment, deliberatelydiminish, or otherwise modify) non-computer activities
• Without interfering with the user'severyday tasks
• The design of wearable computers isstill a topic of research, and a varietyof user interfaces are being proposed
Aim of Wearable Computing
University of Waterloo CA
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Evolution ofWearable Computers
• Medical domain– Medical
monitoringdevice
– (blood pressure,temperature)
• Military domain Amon: ICT project
Application domains
GlucoWatch
• Mobile workers– Hands free
Application domains Wearable Computing
• Key characteristics• Constant: Always ready. It is always on and always
running.• Personal: Human and computer are inextricably
intertwined.
Mobility: Huge variability ofdevices
Desktops Laptops Palmtops Handhelds Wearables
Mobility: small devices
• Usage spacesof wireless devices
Marcus A., Chen E “Designing the PDA of the Future” Interactions 2002
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Mobility: small devices
• Information– Personal Information Management– Business information: specific professionals, such as a drug
interaction reference for doctors
• Self-Enhancement– Active assistance
• Ways in which the device extends one’s normal capabilities.(Finland: cell-phones "Kanny » extension of the hand »)
– Health and Safety• Contact with emergency response teams or family
– Education
Mobility: small devices
• M-Commerce– Electronic money, e-coupons
Mobility: small devices
• M-Commerce– Electronic money, e-coupons
• Relationships– Core competence of phones to connect people
• Entertainment– Music, games– The mobile game market tends to follow the more
mature console/PC game market– Game performance must match or exceed the users’
expectations
Mobility: small devices
• Usage spacesof wireless devices
• Huge varietyof applications
Marcus A., Chen E “Designing the PDA of the Future” Interactions 2002
Variety of applications• Device: designed for a certain user task
• + Different devices are appropriate fordifferent tasks and this should also guide theapplication design
• - Impractical to have several different informationappliances for different purposes
Sony – Reader-ebook PRS-505Screen has no backlight or flicker to give the experience of reading a paper page
Variety of applications
• Device: designed for a certain user task– impractical to have several different information
appliances for different purposes• Device: « Swiss-army-knife » useful in many
different situations– HCI complicated / non intuituive
• the question of information appliance orSwiss-army knife still remains unanswered
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Alan Dix (Lancaster University)
Mobility: Huge variability ofdevices
Desktops Laptops Palmtops Handhelds Wearables
• EHCI group• Mobility• Interaction with handheld devices
Objectives
From: MobileHCI 07 N. Savio J. Braiterman Design Sketch: The context of Mobile Interaction
Challenges• Key issue: Transparency/Usability of
mobile devices• Challenges for HCI
– Variability of platforms– Variability of usage context– Limited interactionnal resources
Variability of usage context
From E. Kaasinen: User acceptance of mobile services - value, ease of use, trustand ease of adoption
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Challenges
• In conventional HCI: the problem space isbounded– The target user (e.g., an office clerk)– accomplishes a well-defined set of tasks (e.g., writing a report)– using a fixed class of devices (e.g., a workstation)– in a predefined set of environments (e.g., in the office)
User
PlatformEnv.
Task
• In mobile computing: the problem spaceis unbounded
User
PlatformEnv.
Task
Challenges
• Approach1: to develop the systems on a case per case basis (ad-hoc manner)– Development cost and maintenance: very high!– Consistency problem between the various versions
• Approach2: to improve the methods and tools in order to support– Portability– Reusability– Modifiability– Scalability in terms of
• Computing resources• Services• Interaction techniques (multimodality, UI for small and
large devices)=> Plastic UI
Introduction: how to address thisproblem?
Handhelds: diversity, but incommon …
• Small screens• Limited input capabilities• No standards yet
• Recommandation• Apply the foundations of HCI - e.g., the method• Create without re-inventing the wheel: draw your
design on existing solutions (in order to supportconsistency across applications/brands) and inventnew design solutions to overcome current limitations
Objectives
From: MobileHCI 07 N. Savio J. Braiterman Design Sketch: The context of Mobile Interaction
Focus on HCI
Mobile Device Goals
Gulf of Evaluation
Gulf of Execution
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
The design principle oftransparency
• NOT to be understood as literal• useful feedback• easy to understand• intuitive to use• clear & easy to follow instructions• context sensitive guidance of how to proceed when stuck
From Prof. Steve Whittaker
a design principle is to try to make systems transparent sothat people can understand them better and know what todo
The Design of Everyday Things
• How to design things that real people canuse: successfully, easily, pleasantly
• 7 stages of performing an action• Conceptual models – the device should
explain itself• Visibility and Affordances• Mappings• Feedback
From Prof. Steve Whittaker
Seven Stages of Action
Goals
Evaluation of the interpretations
Interpreting the perception
Perceiving the stateof the world
Intention to act
Sequence of actions
Execution of theaction sequence
The World
From Prof. Steve Whittaker
Gulfs of Execution & EvaluationGoals
Evaluation of the interpretations
Interpreting the perception
Perceiving the stateof the world
Intention to act
Sequence of actions
Execution of theaction sequence
The World
GULF OF EXECUTION
GULF OF EVALUATION
From Prof. Steve Whittaker
Focus on HCI
Mobile Device Goals
Gulf of Evaluation
Gulf of Execution
The Gulf of Execution
• Does the system provide actions thatcorrespond to the user’s intentions?
• The difference between intentions andallowable actions is the Gulf of Execution
From Prof. Steve Whittaker
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
From Prof. Steve Whittaker
The Gulf of Evaluation
• Does the system provide a physicalrepresentation that can be readilyperceived and interpreted in terms of theuser’s intentions and expectations?
• The Gulf of Evaluation reflects the amountof effort that the person must exert tointerpret the physical state of the systemand determine how well the intentionshave been met.
The Seven Stages as Design aids
Determine the functionof the system?
Tell if the system isin the desired state?
Determine a mapping fromsystem state to interpretation
Tell what state thesystem is in?
Tell what actionsare possible?
Determine a mapping fromintention to physical action?
Perform the action?
How easily can the user:
From Prof. Steve Whittaker
… principles for good design• Visibility – by looking, users can tell the state of the device and
possible actions• Conceptual model – operations are presented consistently; users
can easily understand “how the system works”• Mappings – it is possible (easy) to determine the relationship
between actions and results, between controls and their effects, andbetween the system state, and visible indicators
• Feedback – users get full and continuous feedback about theresults of actions
From Prof. Steve Whittaker
Mobile HCI: inputs/outputs
• A very active domain
• Approach1: to develop the systems on a case per case basis
• Approach2: to improve the methods and tools in order to support– Portability– Reusability– Modifiability– Scalability in terms of
• Computing resources• Services• Interaction techniques (multimodality, UI for small and
large devices)=> Plastic UI
Mobile HCI Mobile HCI
• A very active domain
• Plasticity (approach 2)• Innovative interaction techniques
(approach 1)– Innovative interaction techniques– Multimodality
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Plasticity
• Materials: capability to change their ownshape while preserving usage, they do notbreak (within some limits, of course)
• Animals, plants: they adapt to theenvironment to survive
• By analogy in HCI …
Plasticity of an interactivesystem
• Capacity of the system to adapt to thecontext of use while preserving their ownutility and usability
• Context of use …• Adaptation …• Utility and Usability …
• Context: it’s complex! Generally speaking, it is an information space– that is shared between actors, dynamic, structured, and– that serves interpretation (by the actors)
• There is “no context without context” -> context of use
• Context of use: an information space– that is shared (between the software components of the interactive system and
between the system and the users), dynamic, and structured into 3 sub-spaces:• The users• The platform (from an elementary platform such as a mobile phone to a
cluster of elementary devices)• The physical environment (location, light-sound-heat and social conditions)
– that supports the adaptation process to preserve the system utility and usability
Context of use Plasticity of an interactivesystem
• Capacity of the system to adapt to the contextof use while preserving their own utility andusability
• Context of use …
• Adaptation …
• Utility and Usability …
Two means for UI adaptation
• Remolding (reshaping)
• Redistribution
UI remolding (reshaping)• Example: Plastic Clock
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
UI remolding (reshaping)
PC
PDA
Nabaztag
• Physical Presentation level (PP)NSButton :
Button :
JButton :
Contrôleur dedialogue
ANF
NF
Présentation
Interaction
Interaction
Interaction
The classes of widgets are maintained but theirbehaviour (possibly, their spatial and temporallayout) has changed
UI remolding (reshaping)
• Logical presentation level (LP)
Label + T extField :
Label + ComboBox :
Contrôleur dedialogue
ANF
NF Interaction
Présentation
Présentation
Interaction
Substitution of widgets
LP Modification -> PP Modification
UI remolding (reshaping): maycover multiple levels of abstraction
Contrôleur dedialogue
ANF
NF Interaction
Présentation
Interaction
Contrôleur dedialogue
Contrôleur dedialogue
• Dialogue Control level (DC)Tasks are maintained but their ordering has changed
DC Modification -> LP modification -> PPmodification
UI remolding (reshaping)
• Functional Core Adaptator level (FCA)Contrôleur de
dialogue
ANF
NF Interaction
Présentation
Interaction
Contrôleur dedialogue
ANF
ANF
Book (workstation) - title - authors - summary - keywords …
Book(Handheld) - title - first author -keyword
Tasks and domain-dependent concepts may be added/suppressed
FCA Modification -> DC modification -> LP modification > PP modification
UI remolding (reshaping)
• Functional Core level (FC)Contrôleur de
dialogue
ANF
NF Interaction
Présentation
Interaction
Contrôleur dedialogue
ANF
ANF
The nature of the services of the functional core haschanged
FC modification ->FCA Modification -> DC modification-> LP modification > PP modification
UI remolding (reshaping)
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
UI Redistribution
• The UI uses interaction resources that are distributed over multiple elementaryplatform (distributed UI)
• UI redistribution may be static or dynamic
• Dynamic redistribution => on-the-fly migration of the UI
– Migration may be total: the UI releases (frees) all of the interaction resourcescurrently used and migrates entirely to other interaction resources
– Migration may be partial: only portions of the UI migrate -> what is thegranularity for UI migration?
• Rekimoto’s “pickand drop”– Distribution is static– Distribution at the
workspace level– No remolding
• i-LAND– Distribution is dynamic– Distribution at the pixel
level– No remolding
UI Redistribution
http://www.ipsi.fraunhofer.de/ambiente/english/projekte/projekte/i_land.html
• CamNote
3. Distributed UI (PC and PDA) +remolding
Remolding of thecontrol panelat the FCA level
2. Arrival of the PDA: UI partial migration
1. PC only: centralized UI
UI Redistribution Plasticity of an interactivesystem
• Capacity of the system to adapt to the contextof use while preserving their own utility andusability
• Context of use …
• Adaptation …
• Utility and Usability …
Utility of an interactive system• Capacity of the system to provide the target users with
the appropriate functions/services (not less, not more)
• Appropriate = in conformity with users’need (not withdesigners’ and developers’ needs!)
• How to elicit the appropriate services?– Talking to users is not a luxury, it is mandatory!– Questionnaires, focus group, evaluation, rapid
prototyping (low-fidelity), observation of users intheir daily activities, etc.
– In short: user-centered design
Usability of an interactivesystem: many faces!
• To make it simple: Capacity of the system to allow thetarget users to access and manipulate the servicesprovided by the interactive system in conformity withtheir cognitive, motor and perceptual capabilities– Cognitive is the hard part ! Knowledge, pleasure,
emotion, mood come into play!
• How to develop a usable system?– Use theory-based knowledge (e.g., Theory of action,
Fitts law)– Apply ergonomics rules– Design, evaluate with the end-user and iterate
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
• Utility and usability depend on the “values”that the user associates to the system
• The “values” depend on the context of use
• Example: possible values for a heating controlsystem that may depend on the context of use
– Money saving– Comfort
Utility and Usability are not intrinsic to a product!It depends on the context of use Mobile HCI
• A very active domain
• Plasticity• Innovative interaction techniques
– Innovative interaction techniques– Multimodality
Interaction techniques• Small screens• Limited input capabilities
Interaction techniques:small screen
• Fisheye technique– Allows the user to see
the detailswithout loosingthe context ofthe details(Furnas:seminal work)
– Video– datelens-video-web-server.wmv
Interaction techniques:small screen
• A peep hole on a large information space [Ka-Ping Yee, CHI2003]• Problem: loss of the context -• Halo tends to alleviate this problem
Halo to make observable the information that is of interest to the user
Interaction techniques:small screen
• Microsoft Research Lab• Projet Halo
• Problem +
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Interaction techniques:small screen
Video Halo.avi
Solution
• Hybrid technique: thumbnail+editing• Collapse-to-Zoom
– Pages that are to big to fit the screen are presented as a “summarythumbnail”
– Thumbnails are editable (can be suppressed/enlarged, etc.)
[Baudisch CHI 2004]
Interaction techniques:small screen
collapse
expand
• Hybrid technique: thumbnail+editing• Collapse-to-Zoom
– Pages that are to big to fit the screen are presented as a “summarythumbnail”
– Thumbnails are editable (can be suppressed/enlarged, etc.)
Interaction techniques:small screen
(advertisement)
Grey lines indicate the existence of collapsed areas
video collapsetozoom
• Menu techniques– Space on screen– No keyboard for shortcuts (novice mode)– The best way to interact is to use only one-hand
Interaction techniques:small screen
Circular menus
• Marking menus
Interaction techniques:small screen
• Advantages– Circular design– Fluid transition– Scale independance
• Limitations– Screen space requirement– Number of commands
• Error rate in expert mode• Ambiguous marks in expert mode
• Marking menus• Multi-stroke marking menus• Instead of considering a spatial compound stroke,• Multi-Stroke menus introduce a serie of simple strokes
• Require less physical input spacein novice & expert modes– A submenu is displayed on top of
its parent menu– Overlapped marks
• Increase accuracy in expert mode
• Increase the number of items– No ambiguous gestures in expert mode
Interaction techniques:small screen
video `Multistroke
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Interaction techniques:small screen
Wave menus• Few physical input space• A submenu is displayed at the
center of the menu system. Inorder to remain visible, its parentmenu is then enlarged to surroundthis submenu
• In expert mode, Wave Menuswork exactly the same way asMulti-Stroke Menus
(1)
(2)
Novice Mode
Expert Mode
Interaction techniques:small screen
Wave menus
video WaveMenu
Interaction techniques:small screen
Wavelet menus: extension on Iphone
Interaction techniques:small screen
Wavelet menus: extension on Iphone
•The Wavelet menu appears centered around thecontact point.•By drawing a stroke towards the desired item, thefirst level is enlarged permitting progressiveappearance of the submenu.•A second stroke selects an item in the submenu.
Interaction techniques:small screen
Wavelet menus: extension on Iphone
Long lists management: the linear list appears inthe center of the Wavelet menu and is surroundedby its parent menus. ( video Wavelet.mov)
• Menu techniques– Space on screen– The best way to interact is to use only one-hand
Interaction techniques:small screen
video Leafmenunovice Leafmenuexpert
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
• Menu techniques– Space on screen– The best way to interact is to use only one-hand– ArchMenu, ThumbMenu
Interaction techniques:small screen
• Non graphical techniques => Eye-Free interaction– Tactile & Sound feedback
• Spatialized sound
Interaction techniques:small screen
Meeting at 10
SoundbeamNeckset
Interaction techniques:small screen
Vibro-Tactile feedbackShoogle senses data (and makes sense of them!) [ Univ.Glasgow 07]Sensors: the Shake includes an accelerometer, gyroscope,magnetometer, vibro-tactile display communicating viabluetoothExpresses the existence of messages, remaining resources(e.g., the battery level) using a dynamic model inspired frommechanics (balls anchored with springs bouncing against walls)
Interaction techniques:small screen
Vibro-tactile feedbackShape-change feedback: the dynamic knob [Deutsche Telecomet Univ. Postdam]
Interaction techniques• Small screens• Limited input capabilities
Text entry
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Text entry Keyboard: Text entry
• LucidTouch:a see-through mobile device, pseudo-tranparency
Text entry
• LucidTouch:a see-through mobile device, pseudo-tranparency
Text entry
Keyboard: entry• Oulu University (Finland)
Text entry
• Hand writting + Movements
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Pointing Techniques• The best way to interact is to use only
one-hand• Using the thumb
Gestures of the thumb MicroRolls
• “Offset Cursor” [Potter, Shneiderman 1988)]: how to replace the styluswith the finger without hiding the target
• Selection technique: finger touches the screen, display the cursor at 1/2inch over the finger, move the finger to bring the cursor over the target,remove finger
Target Finger hides the targetCursor is offset from the target
Finger moves to bring the cursor over the target
Pointing Techniques
• Shift [P. Baudisch 07, MicroSoft]: improves the “offset cursor” technique
Pointing Techniques
Video: shiftMini.m4v
Pointing Techniques
Occlusion
Border accessibility
Accuracy
Occlusion of targets Occlusion of the interface
Areas more difficult to reach [Parhi 06]Thickness of screen
edges
Larger than the stylus Prediction hard
Pointing Techniques
Target to select 1st tap Magnified popup 2nd tap
• Tap-Tap Anne Roudaut (AVI 2008)• Temporal multiplexing strategy
• 1ST tap: Specify the focus area• 2nd tap: Select the target at a larger scale
Video: taptapMini.m4v
Uni. of California, Berkeley& IBMVideo: Phone3DMvt-UIST06.mov
• Camera phone based motion sensing
New input Techniques
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
• Movement-based UI – 3D gesture• Tilting using accelerometers [Rekimoto 1996, Harrison&Fishkin 1998]
Photos album
New input Techniques
Video: RocknScroll.mov
• Movement-based UI – 3D gesture• Embodied UI: Rank Xerox
New input Techniques
New input Techniques• Embodied UI: Rank Xerox
• Embodied UI• Prototyping tool
for embodied UI– Stanford HCI group
–Video: MapPDADesignplatform-UIST06.mov
New input Techniques
New input Techniques• RodDirect: the stylus as a peripheral device (2 degrees of
freedom) + the second hand• Two types of stylus movement in the stylus holder are
associated with parameters– (1) Twist (Rotation) (2) Push/Pull (Sliding)
Application Switching SchedulerMap Browser
JAIST: Japan Advanced Institute of Science and Technology, JAPANVideo: RodDirectDemo.mpg
• Distorsion: bendable display• The Gummi interface: just bend it! (Sony, Schwesig CHI 2004)
New input Techniques
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
• Gummi: zoom-in a subway station
• Alpha-blending of 2 graphics layers
New input Techniques Mobile HCI
• A very active domain
• Plasticity• Innovative interaction techniques
– Innovative interaction techniques– Multimodality
Multimodal Interaction• Multimodal systems
– Multi-Sensori-Motor Systems– extend the sensori-motor capabilities of
computer systems = mobile devices
• Multimodal interaction makes use of severalinput and/or output (feedback) modalities ininteracting with a computer system.– Examples of modalities: manual gestures, gaze,
touch, speech, head & body movements– Modality: human sensory channel, different
representation modality, or different input method
Selection of one or several modalities Expression
MultimodalInformationto be
conveyed
Actor of the selection
UserDesigner System
Which actor performs modalitiesselection ?
No adaptation
Selection bythe designer
Adaptability
Selection bythe user
Adaptivity Selection bythe system
Multimodality selectionGo to the middle of the message
Gestural modality Speech
Embodied modality Direct manipulation
Multimodality Adaptability
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Speech
Direct manipulation
Gesture
Embodied
MultimodalityAdaptability
• Usage of the modalities• All sessions / All subjects
Multimodality Adaptativity
• Selection of the modalities by the system• Context-aware systems
Tata tata Tata tata ta ta ta ta ta ta
taaaa tatataaaa tata
RingRing VibrationVibration
Multimodality: combiningmodalities
• “Put that there” paradigmR. Bolt MIT
„Play this soundlogo”
User selects a sound logoby clicking on the title witha stylus and speaking inorder to hear it
MATCH
• Multimodal Access to City Help• A Multimode Portable Device that accepts
speech and pen gestures created byATT&T
MATCH
• Part of a multi-year contract from DARPA• Enables users to interact using speech, pen, or
synchronized combinations of speech and pen• Essentially a testbed for designing portable
multimodal applications
• Video: DEMOMULTI/CityPlannerATT.mpeg
MATCH Testing Statistics
• Exchanges 338– Speech only 171 (51 %)– Multimodal 93 (28%)– Pen only 66 (19%)– GUI actions 8 (2%)
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Multimodality: combiningmodalities
• KIRUSA : Multimodal Interaction– speech, text, and touch input– graphics, text and audio output
• CARE properties• C : Complementarity• A : Assignment• R : Redundancy• E : Equivalence
Multimodality: a tool forexploring multimodal interaction• OpenInterface (OI)
– Assembling components
OI: a tool for exploringmultimodal interaction
• Construction tool: Direct manipulation andassembling of components in order tospecify a "pipeline” defining a multimodalinteraction
• Focus on multimodal interaction: The"pipeline” of components is sendingelementary tasks (i.e., "commands") to therest of the interactive system (for example,a game)
OI Example:Assembling components
Transformationprocesses
Devices
CARE CARE combinationcombination
Task:Center and Zoom Point (x,y)Center and Zoom Point (x,y)Tasks
Speechcommand
Designationcommands
Camera Microphone
Complementarity
Go there
Iterative user-centered design
InitialRequirement
s
DesignErgonomicevaluation
SoftwareprototypeTest-bed
Design
SoftwareprototypeTest-bed
Ergonomicevaluation
Design
SoftwareprototypeTest-bed
Ergonomicevaluation
Design
Software prototypeTest-bed
Ergonomicevaluation
Design
SoftwareprototypeTest-bed
Ergonomicevaluation
Iterative design
Final productrunning on mobile
devices
Code
Final design:Detailed
specifications
Development
User-centered design
– To support an iterative user-centered design– To allow the rapid prototyping of the mobile
interaction for conducting test with users
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Game Test-Bed on MobileDevices
• Mobile game: Running on mobile phonesor PDAs
• Test-bed: Running on PC
PC: Multimodal interaction Mobile device: Game
Bluetooth /TCP-IPWiFi
Game testbed on mobile platform
Game Test-Bed on MobileDevices
PC: Multimodal interaction Mobile device: Game
Levels ofabstraction
of theexchangedmessages
?
Game Test-Bed on MobileDevices
• 1: Raw input from the devices (low level)• 2: Application-dependent messages (high level)• 3: Modality-independent and application-independent events
PC: Multimodal interaction Mobile device: Game
Game Test-Bed on MobileDevices
• Examples: “ESC”, “UP”, “START” => virtual gamepad
• 3: Modality-independent and application-independent events
PC: Multimodal interaction Mobile device: Game
Funny Rabbit
• 3D game on mobile phones• Goal: Find the rabbit that is hidden in a
chest
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Funny Rabbit
InputMultimodalinteraction
Funny Rabbit:game andgraphicaloutputs(N93 and N95)
Bluetooth
Funny Rabbit• Goal: Find the rabbit that is hidden in a chest• Tasks: <Move the character> <Select the chest> <Examine objects>• Sub-tasks: <Left> <Right> <Up> <Down>
Multimodal interaction Funny Rabbit
Funny Rabbit
OI component pipeline Funny Rabbit
ARToolkit Adapter Evt Adapter MultiBT
<Left> <Right> <Up> <Down>
Funny Rabbit
OI component pipeline Funny Rabbit
Shake Evt Adapter MultiBT
<Left> <Right> <Up> <Down>Shakedevice
Funny Rabbit
OI component pipeline Funny Rabbit
Speech Evt Adapter MultiBT
<Left> <Right> <Up> <Down>Left
Funny Rabbit
OI component pipeline Funny Rabbit
Speech Evt Adapter MultiBT
<Open the chest>
Open
Shake Openinggesture
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
OpenInterface• OI: Running on PC• Connection to the mobile phone
PC: Multimodal interaction Mobile device
Bluetooth /TCP-IPWiFi
http://www.oi-project.org/
• EHCI group• Mobility• Interaction with handheld devices
• EHCI group• Mobility• Interaction with handheld devices• Conclusion
Mobility: a broad concept
(1) moving between devices - hot-desking(2) moving within an instrumented
environment - intelligent buildings andintelligent appliances
(3) devices within moving vehicles-computers in cars
(4) small devices that move with you -PDAs, laptop computers etc
Input/Output Interaction Conclusion:From WIMP to Post-WIMP
Integration into the env.
[Lyytinen & Yoo 2002]
Mobility
Traditional interaction
Laurence Nigay - [email protected]
CNRS Summer School on Mobile Learning 4-9 July 2009, Brest, France
Conclusion:From WIMP to Post-WIMP
Mobilecomputing
Integration into the env.
Mobility
Traditional interaction
Conclusion:From WIMP to Post-WIMP
Pervasivecomputing
Integration into the env.
Mobility
Traditional interaction Mobilecomputing
Conclusion:From WIMP to Post-WIMP
Integration into the env.
Mobility
Ambiant intelligence
Traditional interaction
Pervasivecomputing
Mobilecomputing ?
Thank you
Readings
• Books– S. Weiss, Handheld usability, Wiley, 2002. ISBN 0
470 84446 9.– C. Lindholm, T. Keinonen, H. Kiljander, Mobile
usability, McGraw-Hill, 2003. ISBN 0 07 138514 2.
• Conferences– Mobile HCI ACM-Press– UBIMOB Mobilité et Ubiquité AICPS ACM-Press– CHI ACM-Press– UIST ACM-Press– AVI ACM-Press