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CG007: Advanced HCI

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Title: CG007: Advanced HCI


1
Mobile computing
www.wfu.edu/djanders/ labweb/PDA.htm
  • CG007 Advanced HCI

2
Interaction with mobile devices
Early on in his journey, the ape-descended human
known as Arthur Dent was handed an electronic
device, The Hitchhiker's Guide to the Galaxy,
which allowed him to access all manner of
fascinating facts about the universe at the touch
of a few buttons. http//www.bbc.co.uk/dna/h2g2/
mobile-info
3
Interaction with mobile devices
What physical form did does the Hitchhikers
Guide take and how does Arthur interact with it?
  • The Hitchhiker's Guide to the Galaxy
  • Secondary Phase (Audio CD) Audiobook

Most of the time it seems to work by pressing a
few buttons and looking and listening the BBC
TV series is particularly clear on this.
Maybe the interface works by adapting to what
seems familiar to the contemporary culture of the
life form that is using it Arthur just thinks
hes tapping on keys and reading from a 2D
display.
4
Dilemma of key-based interaction paradigms
5
3G - Third Generation Wireless Technologies
  • 1G
  • analogue voice
  • 2G
  • digital voice, short messaging services
  • 3G
  • seeks to merge voice and data communications in
    mobile contexts.
  • High bandwidth, direct IP access, short response
    times, ability to allow always on-line.
  • seeks to merge two interaction paradigms
  • Telecom the phone
  • Personal computing the pc/ desktop metaphor
  • raises issues of usefulness, usability and
    interaction design.

6
Phone interaction paradigm
  • Predominantly real-time
  • Limited number of keys needed for dialing
  • You hold it near your cheek and talk
  • you dont need to see the phone while you talk
  • You can hardly see the phone while you talk
  • Not much needs to be or can be stored
  • Limited scope for manipulating stored information

7
Desktop pc interaction paradigm
  • Predominantly not real-time
  • Large range of complex applications
  • Complex ways of manipulating data
  • Large, complex file storage and manipulation
  • Ubiquitous desktop metaphor GUI

8
Merging paradigms - questions
  • Are interactions saved in files (pc) or do they
    only last until I hang up (phone)?
  • Do they support an undo function?
  • Can some problems by fixed through a restart?
  • Can I buy new applications an software (pc) or do
    I have to buy new hardware (phone) ?

9
3G interaction paradigm
  • Currently the practice is to switch modes from
    one paradigm to the other depending on how the
    device is being used.
  • Advantages
  • exploits existing, well-understood rules
  • works while device is still seen as 2-in-one
  • Disadvantage
  • may not facilitate new uses.
  • Theory of socio-technical evolution predicts
  • new uses will lead to new interaction
    paradigm(s)
  • new interaction paradigm(s) will lead to new
    uses.

10
Contemporary examples
11
some contemporary examples
  • BBC London on the move http//www.bbc.co.uk/lon
    don/content/articles/2005/08/10/digitalguide_mobil
    e.shtml
  • Information services on the move
    http//www.bbc.co.uk/mobile/web/index.shtml
  • Data gathering on the move http//www.bbc.co.uk/n
    ature/animals/wildbritain/springwatch/record/mobil
    e.shtml
  • Travel information on the move
    http//www.tfl.gov.uk/tfl/mobile/mobile.asp?cntex
    amples

12
New interaction paradigms and new uses
  • Work-oriented perspective
  • Ways of categorising mobility
  • Mobility of the device
  • Mobility of user (no specific destination,
    visiting pre-arranged locations)
  • Mobility of the activity using while moving is
    the primary factor in influencing interaction
    design (Pascoe, J., Ryan, N. and Morse, D. (2000)
    Using while moving HCI issues in fieldwork
    environments. Transactions on Computer-Human
    Interaction. ACM. Vol.7, no.3, 417-437.)

13
New interaction paradigms and new uses
  • Example ecologists observing giraffe in Kenya
  • Characteristics
  • Dynamic user configuration need to collect data
    as opportunity arises whether they are standing,
    walking or crawling.
  • Limited attention capacity observation of
    wildlife may require concentration over extended
    periods, in these situations the user needs to
    spend as much time as possible observing and to
    minimize the time devoted to interacting with the
    recording mechanism.
  • High speed interaction observation is
    event-driven, it may be necessary to enter high
    volumes of data in a sudden burst of activity.
  • Context dependency observation is bound up with
    context, when and where an observation took place
    for example is of vital importance.

14
New interaction paradigms and new uses
  • Design implications
  • Automatic context-sensing global positioning,
    time-of day.
  • Handwriting with stylus preferable to typing on
    keyboard, but it still requires two hands and
    attention to interface.
  • Minimal Attention User Interface (MAUI)
  • Tries to allow other senses to be exploited
  • e.g. audible or tactile feedback
  • Simplifies interaction task
  • E.g. by allowing pre-definition of counting,
    which is then incremented by a single button.
  • Touch-sensitive screen divided into quadrants,
    allows one-handed operation and can require only
    occasional visual attention.

15
Physical form of interactions
16
The latest mobile computing devices?
  • Pager
  • Receive only
  • Tiny displays
  • Simple text messages
  • Personal Digital Assistants (PDAs)
  • Simple graphical displays
  • Character recognition
  • Simplified WWW
  • Mobile phones
  • Voice, data, images
  • Simple text or graphical displays
  • Palmtop
  • Tiny keyboard
  • Downgraded versions of standard applications
  • Laptop
  • Functionally equivalent to desktop
  • Standard applications

Things move quickly these illustrations look
very dated, but they were the latest gadgets only
a few years ago.
17
ultra-mobile pc
  • Origami project defines form factors (the
    physical style) that characterise devices that
    Microsoft intend to call ultra-mobile pcs.
  • Microsoft today unveiled details for
    Ultra-Mobile Personal Computers (UMPCs)
  • a new category of mobile computing devices that
    features small, lightweight, carry-everywhere
    hardware designs
  • coupled with the full functionality of a
    Microsoft Windows-based PC and a choice of input
    options, including enhanced touch-screen
    capabilities.
  • http//www.microsoft.com/presspass/features/2006/m
    ar06/03-09Mobile.mspx

18
ultra-mobile pc form factors demonstrated
19
Design guidelines for ultra-mobile pc.
  • Examples of guidelines issued by Microsoft for
    developers adhering to ultra-modile pc
    criteria
  • Users may point with either a finger or the pen
    tip.
  • Display resolution is small. In some cases items
    such as dialogs may be restricted by the screen
    size.
  • The size of selection target areas on smaller
    devices is crucial.
  • Scrolling up, down, left, and right makes an
    application hard to use. Most UMPC applications
    will probably run in full screen mode and be
    formatted to support minimal scrolling.
  • The UMPC does not normally generate hover events.
    Because these are touch devices, you cannot tell
    when the pen is getting close to the screen, as
    you can with an electromagnetic digitizer common
    in most Tablet PCs today.
  • The edges of the screen are difficult to target.
    The bottom of screen is especially hard to
    target. Make sure your customers can get to the
    UI they need to activate.

http//msdn.microsoft.com/mobility/tabletpc/umpc/d
efault.aspx
20
Multimodal applications
  • one-handed and hands-free operation,
  • pen input enables handwriting, gestures, drawings
    and specialized notations.

21
Multimodal interaction
  • Speech might be an important alternative channel
    for interacting with smaller devices.
  • Multimodal auto-fill assists you in entering form
    input information. By extending the auto-fill
    capabilities of a visual browser with voice
    interaction, a mobile user can easily add name,
    address, and other personal data, also known as
    user preferences, to form input fields.

http//www-128.ibm.com/developerworks/library/wi-m
obweb/
22
Emerging multimodal design principles example
  • Multiple Modalities Need To Be Synchronized -
  • Spoken interaction is highly temporal,
  • whereas visual interaction is spatial.
  • When combining these modes of interaction in a
    multimodal interface, synchronization is a key
    feature that determines overall usability of the
    interface.

More
23
Emerging multimodal design principles example
  • Point And Talk - User points at a location on the
    map while speaking a question.
  • Redundant Confirmation -The user interface
    supplements visual output with a spoken
    confirmation for example, a travel reservation
    system might visually highlight the user's
    selection while speaking an utterance of the form
    e.g Leaving from San Francisco
  • Unless synchronized, such supplementary use of
    modalities can significantly increase the
    cognitive load experienced by the end-user and
    prove a source of confusion.
  • Parallel Communication - The user interaction
    leverages the availability of multiple streams of
    output to increase the band-width of
    communication. For example, a travel reservation
    system might visually present a list of available
    flights and speak a prompt of the form There
    are 7 flights that match your request, and the
    flight at 830am appears to be the most
    convenient.
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