Title: The Future of eInteraction
1CS 6905 Designing for Multimodality Multimodalit
y Guidelines
Dr. Jo Lumsden NRC IIT e-Business 46 Dineen
Drive Fredericton, N.B., E3B 9W4 tel
506-444-0382 e-mail jo.lumsden_at_nrc.gc.ca
2relatively little guidance currently available
for designing multimodal interfaces so going
to focus this lecture on guidelines for
designing and combining earcons within a
graphical user interface i.e. audio-visual
interfaces
3introduction
- sound suite collection of earcons each
annotating a different element in the user
interface - just like a visual style should be consistent
across the windows etc of an application (e.g.
color schemes, border etc) so too should a sound
suite be consistent in terms of audio style - need to consider low- and high- level design
goals when designing audio-feedback - low-level role of individual earcons
- high-level characteristics the sound suite
should possess
4low-level design goals earcons (1)
- need to design audio representations for widgets
the events widgets generate - widgets
- interaction techniques that include objects (e.g.
button) interface functionality (e.g. drag and
drop) - each has distinct visual appearance establish
context - each has distinct position within graphical
display - distinguish between multiple instances
- audio enhancement can extend usability by
reinforcing context or, when users visual
attention is not focused on the widget, by wholly
communicating context
5low-level design goals earcons (2)
- events
- interface messages that communicate action or
state - short term communicate immediate result of
users interaction - associated with discrete foreground tasks that
require some degree of visual attention - audio cues can be added to visual cues to ensure
all events are communicated successfully
unambiguously without overloading visual sensory
channel - long term communicate progress of ongoing task
- associated with secondary/background tasks which
could ultimately be monitored audibly other than
when visual attention is required for initiation,
acknowledgement, abortion etc
6low-level design goals earcons (3)
- widgets events 2D information space of the
graphical UI - on widget axis visual audio cues communicate
type - on event axis visual audio cues communicate
status - widget/window position (partial dimension)
visual audio cues communicate instance
7high-level design goals sound suite (1)
- designing audio feedback/signatures for
individual widgets in isolation ? guarantee of
successful UI - when embedded in single UI, earcons from
different widgets may interfere with each other - sounds appear disassociated from source
- annoyance
- user fatigue
- identify set of goals for the sound suite as a
whole
8high-level design goals sound suite (2)
- minimize annoyance
- avoid excess intensity (volume) variations
overall loudness of audio feedback - main causes of audio-related annoyance
- audio feedback must keep pace with events
visual cues - prevent user confusion fatigue
9high-level design goals sound suite (3)
- simplify mapping
- minimize total number of different earcons in one
sound suite - cluttered audio-enhanced user interfaces users
disable sound - achieve this by
- ensure mapping between sounds assoc.
widget/widget behaviour simple and obvious - ensure overall number of concurrently playing
sounds is not excessive
10high-level design goals sound suite (4)
- facilitate segregation
- earcons assoc. with a particular widget must
always be perceived as emanating from that widget - when sequences of earcons are perceived as coming
from the one widget forms elemental association
which speeds up recall - Acoustic Sound Segregation users perceive
sounds as forming coherent groups if they are
similar proximal - characteristics of earcons strongest criteria
by which users group sounds - e.g. 2 notes with same timbre more likely to be
thought similar (grouped) than the same note
played with different timbre - proximity of sounds perceived along time or
frequency axes
11guidelines
- based on empirical studies
- practical advice on how earcons should be
designed for use with widgets in 21/2D graphical
UI - grouped into 3 sets
- how humans perceive sound its impact on earcon
design - designing earcons for a specific widget
- combining multiple earcons
12human perception of sound (1)
- Guideline G1
- sounds used to identify widgets must be
absolutely distinguishable (i.e. without
reference to comparison scale) - earcons cannot be assigned a unique pitch or
loudness (humans can only make relative judgments
about these cues) - timbre uniquely distinguishable
- amenable to the representation of events timing
parameters - allows for changes in musical pitch which can be
used to create spatial cues illusion
13human perception of sound (2)
- Guideline G2
- carefully match widget characteristics sound
sources - allows auditory feedback requirements of widgets
to exploit auditory features of sounds - e.g. annotate events with rapid onset with sound
sources which have correspondingly sharp attack
features - e.g. sustained sound sources (e.g. violin
organ) should be used to represent continuous
event messages impactive sound sources (e.g.
piano drum) should be used to represent
discrete messages
14human perception of sound (3)
- Guideline G3
- rhythmic motives can be best used to encode
events which communicate a time-varying parameter - pitch can also be used but is less effective
- rhythm one of the most powerful factors in
pattern recognition
15human perception of sound (4)
- Guideline G4
- keep earcons within narrow intensity range
- ensures that if user changes overall volume of
the audio output on his/her computer, no sounds
are lost and no sounds will stand out (and be
annoying) - suggested range
- max 20dB above background threshold
- min 10dB above background threshold
16human perception of sound (5)
- Guideline G5
- design earcons so that they can be played at
different tempos - ensures earcons can keep pace with events
regardless of users skill levels - minimize earcon duration by
- minimizing sound duration of each note (min
0.03sec) - playing only begin/end components of long earcons
during rapid manual user input - playing earcons in parallel to speed up
presentation for fast/experienced users
17human perception of sound (6)
- Guideline G6
- ensure widget signatures are distinct
- when using musical timbres, remember that
non-musicians can easily differentiate between
the following families of timbre but their
intra-family timbre recognition is considerably
weaker - piano piano, harp, guitar, celestra, and
xylophone - organ organ and harmonica
- wind trumpet, french horn, tuba, trombone, and
saxophone - woodwind clarinet, english horn, pan
pipes,piccolo, oboe, bassoon, and flute - strings violin, cello, and bass
- drums drums
18human perception of sound (7)
- Guideline G7
- make the audio feedback for each individual event
sound like a complete unit in its own right - accentuate (i.e. play slightly louder) the first
note (or part thereof) and elongate the last note
19human perception of sound (8)
- Guideline G8
- ensure synchronicity between sensory modalities
- ensures perceptual binding that exists when one
event generates stimuli in several sensory
modalities - audio-visual synchronicity can suffer from audio
lead and audio lag - audio lead more detectable than audio lag
- audio lead gt 40msec are detectable avoid leads gt
90msecs - audio lag gt 120msec are detectable avoid lags gt
180msecs
20designing specific earcons (1)
- Guideline E1
- the absence of sound where sound is expected is
sufficient feedback to alert a user to a problem
if the expected sound would have been generated
as the direct result of a user action and not as
a piece of background information - i.e. where a user would anticipate sound upon the
performance of an action, the absence of that
sound is enough to alert the user to a problem - unsure whether this will always hold true if
multiple audio sources are playing in the same UI
21designing specific earcons (2)
- Guideline E2
- the absence of a discrete sound which is not the
result of a direct user action (e.g. a piece of
discrete background information) may not be
sufficient feedback to alert a user to a problem - i.e. where a user does not anticipate auditory
feedback because he/she has not taken some direct
action, the absence of sound is unlikely to be
noticed
22designing specific earcons (3)
- Guideline E3
- rank the sounds used to inform users of events
according to importance - when it is not possible to play all sounds, it is
possible to identify and only play the most
appropriate
23designing specific earcons (4)
- Guideline E4
- do not only map sounds to events directly related
to user actions also map them to changes in the
system model - proven usefulness of sounds to indicate status of
user interaction - equally useful to map sounds to events that occur
in the data model as a result of user interaction - sounds might be alterations to interaction sounds
or completely different
24designing specific earcons (5)
- Guideline E5
- limit the number of different sounds used
- carefully closely analyze task/interaction
requirements rather than naïvely mapping
different sound to each different event - reuse event signatures across widgets to minimize
total number of mappings users must learn
reinforces the meaning of each - where possible, use the same (at least similar)
audio feedback across different widget types
when conveying the same information - too many sounds will confuse users
- naïve solution is not particularly scalable
25designing specific earcons (6)
- Guideline E6
- ensure all sounds provide useful information that
users cannot adequately obtain from other, less
intrusive sources - if sounds are used to provide information that
the users are not interested in or can access
easily from other sources annoying due to
intrusive nature
26designing specific earcons (7)
- Guideline E7
- blend sounds together rather than play them in
isolation - creating a cohesive audio ecology ensures that
audio feedback is less intrusive - intrusive sounds are desirable sometimesbut not
for background sounds
27designing specific earcons (8)
- Guideline E8
- use instruments and rhythm in way analogous to
structure used in music when creating complex
earcons
28designing specific earcons (9)
- Guideline E9
- avoid using gt 6 notes per second when using note
repetition as means to convey information - users can find more than 6 notes per second hard
to differentiate
29designing specific earcons (10)
- Guideline E10
- ensure speech feedback is designed so it can keep
pace with rate of user interaction when including
it in earcon design - also, enable users to silence the speech at any
time
30combining multiple earcons (1)
- Guideline C1
- if several sounds are playing simultaneously, the
absence of any one sound may not be sufficient to
alert a user to a problem - especially true when, under these circumstances,
the user does not anticipate audio feedback
because he/she has not taken some direct action
(see E1 and E2)
31combining multiple earcons (2)
- Guideline C2
- if audio-enhanced widgets are to be included in a
UI such that their feedback may be played
simultaneously, prioritize their associated
earcons - enables, where necessary, only the most important
feedback to be played - linked to E3
32combining multiple earcons (3)
- Guideline C3
- moderate the feedback of audio-enhanced widgets
when they are included within the same UI - prioritize the functions of the widgets and
moderate the intensity of feedback of each widget
(as a whole) in accordance with this ranking - prioritize the earcons for each widget (see C2)
and moderate the intensity of feedback in
accordance with this prioritization for each
widget as well as in relation to the importance
of the widget as a whole within the UI (see above)
33combining multiple earcons (4)
- Guideline C4
- moderate the audio feedback for simultaneous
foreground and background tasks so neither masks
out the other - where applicable, the audio feedback for
background tasks should be sufficiently demanding
that it will not be missed by the user - particularly relevant when the graphical
representation of the background task may be
obscured by that of the foreground task
34combining multiple earcons (5)
- Guideline C5
- ensure the audio feedback for a background task
is complete in its representation if the
background activity is likely to be obscured by
the graphical representation of the foreground
task - see C2 and C3
- where this is not possible if the background
task is only represented graphically users are
likely to miss most/all of the background activity
35combining multiple earcons (6)
- Guideline C6
- spatialize earcons to allow users to
differentiate multiple instances of the same
widget type - can prevent need to modify audio feedback design
for each instance when used collectively within
the same UI
36evaluating earcon design
- new amended audio designs for widgets and the
combined use of audio-enhanced widgets must all
be thoroughly evaluated/tested (see lectures 7
11) - complex task
- especially need to examine effectiveness of
moderation or prioritization of feedback - bad audio design is counter-productive to
interaction advantages presented by
audio-enhancement - bad/ad hoc audio design annoying and biases
users against using audio-visual interfaces
37discussion