Title: CS260: Research Topics in HCI Fall 2006
1CS260 Research Topics in HCI Fall 2006
2 The Course
- CS260 this semester is a focused overview of
current research in HCI. The focus is set by the
students taking it. - There will be at least one class presentation by
each student, based on their area of interest. - There is also a semester-long class project,
either individual or pair.
3Sample ProjectsTactile Feedback in Music
Applications
Kerry Kimes
4Sample ProjectsUsability analysis of UC-WISE
5MISS - Multiple-Interface Scheduling System
- CS260, Spring 2002
- Juha Johansson
- February 28
6User Study for Designers OutpostKatie Everitt
7Sample Projects
Privacy Management in Ubiquitous Computing
- Xiaodong Jiang
- Scott Lederer
- February 28, 2002
8CS260 Project Checkpoint
- Livenotes
- Second Iteration of UI
Matthew Kam Orna Tarshish
9ObjDraw A tool for use in CS61a at Berkeley
- Project Checkpoint
- Ryan Stejskal
- Feb. 28, 2002
Create a new tool that allows students to explore
one of the hardest big ideas object-oriented
programming outside of class time Similar to an
existing tool, envdraw A graphical interface to
object-oriented programming as implemented in 61a
10Sound Visualization for the Hearing-Impaired
- Wai-ling Ho Ching
- Convenient, low cost home audiometry is desirable
and implementable with the power of current home
computers - Pure tones of varying frequencies and degrees of
loudness are played to each ear to determine
range and degree of hearing loss
11Source Code Visualization
- Zachary Weinberg
- Decades of history, thousands of modifications
- No easy way to find the changes you care about
- Poor collective memories
12 HCI the state of the union
- Ideas appeared in special issue of Queue Magazine
on HCI (JFC guest editor). - Outline brief recent history of modern HCI
- Why things are different
- What it means for interactive system design
13 Modern HCI
- We can define modern HCI as the iterative,
user-centered design of systems. - There are two key data points in this evolution,
the Xerox Alto and the Xerox Star. - They represent two very different approaches to
design, and two very different outcomes.
14 Xerox Alto
- Began in1970, soon after PARC formed. Design
team Alan Kay, Chuck Thacker, Butler Lampson - Real target was a laptop (dynabook), but a
personal computer was the closest you could
achieve in the 1970s. - Features
- Mouse
- Overlapping windows
- Ethernet
- But
- Still mostly text UI
- Lacked a killer app
15 Xerox Star
- Very different pedigree. Not a research
prototype. - Created by Xeroxs product division (Don
Masarro). - Goal was to support generic office work.
- Project leader David Liddle tappedexperts from
PARC to help with Starsdesign process. - Started with a best practice designdocument
- Scenarios
- Task analysis
- Conceptual modeling
- Rapid prototyping
16 Xerox Star
- The Stars design process is completely modern
its a perfectly good example of best practice
today. - The result was a completely modern UI design (a
WIMP interface). - Liddle stated that the Star was a big
improvement on its successors - Its a fair statement. Stars UI wascopied in
Macs and later PCs. - Its object-oriented design wascleaner than the
leading OSes decades later.
17 Design process
- Neither machine succeeded in the marketplace,
although the Stars design is arguably the most
influential of any machine on todays UIs. - They represent two different design processes
- Visionary, techno-centric (and theory-centric)
design, embodied in the Alto. - User-centric, market-driven, evolutionary design,
embodied in the Star.
18 Where we are
- Desktop PCs are primarily office (knowledge work)
machines. - The IT market is much broader now. Intels
Taxonomy - Office
- Mobile
- Health
- Home ( emerging regions?)
- The last 3 are different environments,
top-to-bottom. The hardware is different too In
mobile we have cell phones, PDAs, cameras, GPSes,
portable games, iPods etc. The Health and Home
markets seem to be still in flux.
19 Where we are
- Looking again at the new markets
- Mobile
- Health
- Home
- There are many differences in how people access
information - Many more short episodes
- More proactivity (reminders, alerts, automation
etc.) - More interaction between device and world
- Scarcity of a desktop with keyboard, screen,
mouse - Increased role of context where, when, who,
history,
20 Where we are
- HCI has mostly followed an evolutionary strategy
its target (the knowledge work environment) has
stayed the same for most of its history. - Were currently in a disruptive period where
evolution gives way to revolution.
21 Technology themes
Perceptual interfaces (vision, speech, sensing)
Context modeling
22 Technology themes
- Perceptual Interfaces Translate sensed data into
relevant (system) actions for the users
task/activity. Sensing is everywhere in new IT
domains (cameraphones, occupancy sensors). - Context Is what is understood by humans when
they interact with each other, and makes
efficient communication possible. Very important
for emerging IT domains like mobile and home. - Each supports the other.
23 Context
- Traditional HCI definition (Abowd et al.)
- Place and time
- User preferences
- User activity (task)
- Most of the papers on context focus on what data
to use, not on what to do with it. - Alternative notion Context comprises
- User activity (what is it, and users role?)
- Situation (social convention, what would a
stranger do?) - This allows us to assign meaning to observations
- What are the anticipated consequences of the
observations?
24 Perceptual Interfaces
- Perceptual Interfaces (like computer vision and
speech) have fared poorly in knowledge work
environments. Why? - They are doing much better in the new domains.
- E.g. the largest market for speech software now
appears to be health care. - But new environments are physically challenging
noisy, erratic lighting etc. - But these environments are also context-rich (not
true for the office).
25 Todays mobile phone
- This years Smartphone (free with service
contract) - 150-200 MHz ARM processor
- 32 MB ram
- 2 GB flash (not included)
- Windows-98 PC that boots quickly!
- Plus
- Camera
- AGPS (Qualcomm/Snaptrack)
- DSP cores, OpenGL GPU
- EV-DO (300 kb/s), Bluetooth
26Context-Aware Face Recognition
27 Perceptual Interfaces - Vision
- Cameraphones are capable serious computer vision
now. Right now, the vision algorithms available
include - Motion
- Barcodes
- OCR text (business cards etc.)
- Technically feasible
- Face recognition
- Building or streetscape recognition
28Context-Aware Face Recognition
- Face recognition alone - 43
accurate(state of the art computer vision) - Context analysis alone - 50
accurate(Face prediction from contextual data
on the phone) - ContextContent analysis - 60 accurate
Figure 1. (Top) Subjects with frontal pose,
(Bottom) Same
29Context-Aware Place Recognition
- Image analysis alone - 30
accurate - Context analysis alone - 55
accurate - ContextContent analysis - 67 accurate
30MMM2 Context to Community
31Photo Share Guesser
32 Perceptual Interfaces - Vision
- TinyMotion is a software mouse for cameraphones.
- By moving the camera against any background,
real-time image motion estimation provides mouse
coordinates.Also great for games
33 Perceptual Interfaces - Speech
- Speech recognition technology has improved
steadily in the last ten years, particularly in
noisy environments. - Speech was never a good match for office
environments. - But the mobile playing field is completely
different. - Mobile users often need their eyes and hands
free, and the phone will always have a voice
channel for telephony.
34 Speech on Mobile Phones
- Restricted speech recognition is available on
many phones. - Large-vocabulary recognition just appeared on
cell phones last year (Samsung P207). Its a huge
step. It enables the next generation of mobile
speech-based apps - Message dictation
- Web search
- Address/business lookup
- Natural command forms(no need to learn them)
- Most of this technology was developed in the US
by VoiceSignal Technologies.
35 Speech for Developing Regions
- Speech is an even more important tool in
developing regions. - Literacy is low, and iconic (GUI) interfaces can
be hard to use. - Unfortunately, IT cannot help most of these
people because they lack even more basic skills
fluency in a widely-spoken language like English
or Mandarin. - This project focuses on teaching English in an
ecologically appropriate way. -
- Speech-based phones are ideal for this.
36 Speech for Developing Regions
- Speech (with headset) allows students to learn
while working. - It leaves their eyes and hands free, and engages
their minds during tedious, manual work. - Some game motifs
- Safari hear sound say the name in English
- Karoake in English
- Listen and summarize BBC, cricket etc.
- Treasure hunt leave LB clues in English
- Adventure games dialog-driven scenarios
37 Context-Awareness
- Context-awareness is the holy grail for next
generation mobile applications - Location (e.g., video store, kitchen) heavily
shapesthe users likely actions. So does
time,place, identity of friends, etc. - These data are often inferred byperceptual
systems. - But when people say context theymean much
more con-text is literallywith-the-text its
all the other informationneeded to make sense of
a text (or a user interface action).
38 Making more of context
- There is an enormous amount of social sciences
that points to two sources of high-level context - Activity based on subjects personal history and
what they are engaged in. - Situation a set of socially-understood normed
environments and behaviors within them. - In both cases there is a structure of
- People (and their roles)
- Objects
- Actions or scripts
39 Making more of context
- There is an enormous amount of social sciences
that points to two sources of high-level context - Activity based on subjects personal history and
what they are engaged in. - Situation a set of socially-understood normed
environments and behaviors within them. - In both cases there is a structure of
- People (and their roles)
- Objects (and their genres)
- Actions or scripts
40 Making more of context
- Dealing with context is a great challenge because
it covers so many fields, from sociology and
linguistics to machine learning. - But the potential payoffs are great as well
- E.g. JCR Lickliders OLIVER (Online Vicarious
Expediter and Responder)
41 Summary
- We are at a fork in the road in HCI. We face a
new playing field (app. Domains) with new
demands. - We have an opportunity (and probably a necessity)
to build systems that are much more
context-aware. - Future systems can also leverage machine
perception to build and exploit context. - The net result is systems that understand (and
respond to) us much better.
42 Next time
- I propose to start on learning systems for
Wednesday. I can cover the lecture. - Id like a volunteer for Mondays lecture.