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Interacting with computers: Vision, Graphic Design and Visual Display

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Two different languages. User-Computer language: Actions applied to interaction devices ... The system provides user only valid commands. Avoid side effects: ... – PowerPoint PPT presentation

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Title: Interacting with computers: Vision, Graphic Design and Visual Display


1
Interacting with computers Vision, Graphic
Design and Visual Display
  • Human Computer Interaction
  • 9th May 2007
  • Mar Pérez Sanagustín Simone Stahel

2
Introduction
  • Goals in user-interface design
  • Speed of learning
  • Speed of use
  • Minimize error rate
  • Rapid recall
  • Attractiveness of the interface

3
The form and the content
  • Two different languages
  • User-Computer language Actions applied to
    interaction devices
  • Computer-User dialog Graphics
  • Two components of languages
  • Meaning Content or message
  • Form or look and feel

4
Meaning
  • Conceptual Principal set of users tasks
  • Objects
  • Properties
  • Relationships
  • Operations
  • Described by metaphors
  • Concept familiar with the user that is analog
    with something that the application uses
  • Functional or semantic Specifies functionality

5
Form
  • Sequencing or syntactic Order of inputs/outputs
  • Input Rules by which a sequence of units of
    meaning becomes complete
  • Output Notion of sequences including spatial an
    temporal factors
  • Binding or lexical How input/output units of
    mea-ning are actually formed from hardware
    primitives

6
Design considerations
  • Consistency Uniform conceptual model, semantic
    and syntactic
  • In output
  • Use sema codings colors, shapes, ...
  • System-status messages at a logically fixed space
  • Menu items always at same position
  • In input
  • Keyboard characters always with the same function
  • Generic commands must be possible to apply to any
    type of object

7
Design considerations
  • Provide feedback
  • Given at every level
  • Semantic, syntactic and lexical
  • Problem-domain feedback
  • Concerns actual object being manipulated
  • Control-domain feedback
  • Concerns mechanisms controlling interactive
    system

8
Design considerations
  • Provide error possibilities don't set the user
    for a fall (Foley et al.)
  • Context sensitivity
  • The system provides user only valid commands
  • Avoid side effects
  • Avoid results that the user would not expect
  • Provide error Recovery Undo, Abort, Cancel and
    Correct
  • Encorauges exploratory learning
  • User's sensation to have the system under
    control

9
Design considerations
  • Accommodate Multiple Skill Levels
  • Design the system for a wide spectrum of users
  • Minimize Memorization
  • Invoke the user's recognition instead of recall
    memory

10
User Interface Styles
  • WYSIWYG (What you see is what you get)
  • The user gets the exact image displayed by the
    computer

11
User Interface Styles
  • Direct Manipulation
  • Objects, attributes or relations that can be
    operated on are represented visually
  • Operations are invoked by actions performed on
    visual representations

12
User Interface Styles
  • Iconic User Interface
  • Icon pictorial representation of concept/object
  • Recognition how quickly meaning is identified
  • Remembering how easy to remember
  • Discrimination how well distinguishable

13
Other Interface Styles
  • Menu selection
  • Form fill-in

14
Other Interface Styles
  • Command language
  • Natural language

15
Summary
  • Requirements for an Interface
  • Consistent with form and meaning
  • Provide feedback
  • Control errors
  • How?
  • Vision and graphics

16
Vision, Graphics Displays
  • HCI Transactions demand users decisions
  • Provide relevant information
  • Appropriate, articulate, laconic
  • Procure compact structure and organization
  • Main information perceived by vision
  • Focus on perception, (re-) presentation and
    comprehension of information

17
Sensation and perception
  • Brain ? computer
  • Physical image ? perceived image gt translate
  • Differ intensity and brightness, wavelength and
    hue,
  • Psychophysics visual system is easy to trick!

18
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20
Sensation and perception
  • Brain ? computer
  • Physical image ? perceived image gt translate
  • Differ intensity and brightness, wavelength and
    hue,
  • Psychophysics visual system is easy to trick!
  • Consider HOW particular visual components are
    received by the observer!

21
Graphic Design
  • Goal effective visual communication
  • Three basic principles (Marcus, 1992)
  • 1. Organize
  • 2. Economize
  • 3. Communicate
  • Composition and contrast (Dondis, 1973)
  • Visualization process (Bowman, 1968)
  • What, how, how much, where

22
(Graphic) Design General issues
  • Address to which users?
  • Age, language, culture, education,
  • Disability of users
  • Technology
  • Connection, screen resolution, required
    programs,
  • Tutorial methods
  • Help new users, provide customer service,

23
Graphic Design Tools
  • Typography
  • Colors
  • Pictures, icons, symbols and signs
  • Software
  • Display methods and technology
  • GUIs

24
Typography
  • Text primary source of information
  • Aim increase readability, but find balance
  • Expresses content first through style
  • Styles change with time
  • First printed book
  • 21th century

25
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26
Color
  • Powerful instrument
  • Potential to distinguish, guide, engage, inspire
  • Appropriate use difficult gt sparingly
  • Follow the contrast rule
  • Highlight with a secondary indicator
  • Common look and feel

27
Pictures, symbols, signs icons
  • Popular use
  • Danger of crowded screens
  • Overall density 40
  • Within groupings 62
  • Group things effectively
  • Visually appealing and effective
  • Orient on guideline
  • Increase consistency

28
Effective visualization
  • Image enhance expression/communication
  • Symbolic relationships, geographic data,
  • Complex ideas -gt clear, precise, efficient
  • gt Revelation of the complexity

29
Display methods technologies
  • Multiple windows, fisheye views, zoom,
  • Three-dimensional metaphors (e.g. interactive
    shadow widget, virtual reality)
  • Animation gt interface memorable and vivid
  • Technology of visual displays 4 steps
  • 1) Understand characteristics of image
  • 2) Understand changes (image-gttechnology)
  • 3) Understand basic technology and architecture
  • 4) Understand application of technology

30
Putting it all together GUIs
  • Graphical User Interface look and feel
  • Layout, symbolism, color, animation,
  • Same for all applications/computers?!
  • Many different, just key windowing systems
  • Users would appreciate congruence!
  • Goal unlikely to be realized
  • We can do it better!
  • We WANT to look different!
  • Nobody shall profit from our ideas!

31
Conclusions
  • Isolated components already difficult
  • How to generalize results
  • Multidisciplinary collaboration
  • Psychology what not to do
  • Design suggestions what to do
  • Technology what is possible?

32
A brief history of HCI
  • 1940 today
  • Changes
  • Devices
  • Design
  • Layout
  • Use

33
Forties
34
Fifties
35
Sixties
36
1960/68
  • Black and white screen
  • Research

37
Seventies
  • IBM 5100 (1976)
  • Portable (!)
  • 50 pounds
  • 10000

38
Seventies 1973
  • First graphics, mouse
  • Video bit-map

39
Eighties 1981
  • Xerox Star
  • Graphic user interface
  • Mouse

40
Eighties 1983
  • Nintendo Entertainment system (NES)
  • Critics non reliable, errors, freezing -gt
    product recall
  • Circular buttons

41
Eighties 1985
  • Windows version 1.01
  • Colors, icons

42
Eighties 1988
  • NeXt
  • Multiple windows

43
Nineties
44
Nineties 1995
  • Revolution Start-menu
  • Super FX 3D for games

45
Today
46
Today
47
Tomorrow?
48
Future of HCI
  • Virtual reality, intelligent agents
  • Interaction facilitated How?
  • Touch screens and/or voice?
  • No direct interaction anymore?
  • AI makes human redundant?
  • Will it still be understandable?
  • Do humans really want an intelligent machine?

49
References
  • J. Foley, A. van Dam, S. Feiner, J. Hughes, and
    R. Phillips Introduction to Computer Graphics,
    Addison-Wesley, Reading, MA, 559 pp. (1993)
  • J. Foley, A. van Dam, S. Feiner, J. Hughes
    Interactive Computer Graphics Principles and
    Practice, Addison-Wesley, Reading, MA, 1174 pp.
    (1990)
  • J. Foley and A. van Dam Fundamentals of
    Interactive Computer Graphics, Addison-Wesley
    (IBM Systems Programming Series), Reading, MA,
    664 pp. (1982)
  • B. Shneiderman A taxonomy and rule base for the
    selection of Interaction styles (the bible)
  • R. Bias and D. Mayhew Cost-Justifying Usability
    An update for the Internet Age, Interactive
    Technologies, Elsevier (2005)
  • B. Myers Strategic Directions in Human Computer
    Interaction A Brief History of Human Computer
    Interaction Technology, ACM Computing Surveys
    28(4) (1996)
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