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The Future of eInteraction

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Title: The Future of eInteraction


1
CS 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
2
relatively 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
3
introduction
  • 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

4
low-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

5
low-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

6
low-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

7
high-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

8
high-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

9
high-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

10
high-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

11
guidelines
  • 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

12
human 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

13
human 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

14
human 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

15
human 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

16
human 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

17
human 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

18
human 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

19
human 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

20
designing 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

21
designing 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

22
designing 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

23
designing 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

24
designing 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

25
designing 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

26
designing 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

27
designing specific earcons (8)
  • Guideline E8
  • use instruments and rhythm in way analogous to
    structure used in music when creating complex
    earcons

28
designing 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

29
designing 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

30
combining 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)

31
combining 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

32
combining 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)

33
combining 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

34
combining 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

35
combining 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

36
evaluating 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

37
discussion
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