Title: The Future of eInteraction
1CS 6905 Designing for Multimodality Interaction
Paradigms
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- what is an interaction paradigm ?
a model of how humans interact with a computer
3- what is the most common interaction paradigm ?
the standard design of most desktop PC-based
applications
4- what are the distinguishing features of the
desktop design paradigm ?
input via keyboard and mouse output is typically
graphical
5- to what extent is this paradigm multimodal ?
depends on your interpretation of multimodal!
6- can anyone suggest alternative interaction
paradigms ?
audio-based, audio-enhanced, gestural, etc.
7focus on designing for mobility
exemplifies the need for multimodal interaction
8the status quo of m-interaction (1)
- experts predict that 21st century decade of
mobile computing - hype gt reality Urbaczewski et al., 2003
- recent international survey
- m-commerce is difficult to use
- quality of service is low
- technology is dominating users Jarvenpaa et al.,
2003 - users forgiving of technical limitations
- users ? forgiving of flawed interfaces Sarker
Wells, 2003
9the status quo of m-interaction (2)
- devices
- more diverse
- shrinking size weight
- ? portability but ? usability
- hard to use with one hand
- level of frustration high for mobile technology
- biggest cause low usability Venkatesh et al.,
2003 - worsen if not paid sufficient appropriate
attention - difficulty of use wasted time error
10so why research m-interaction? (1)...
- widespread acceptance of mobile devices
essential for promise commercial benefit of
mobility (m-commerce) to be realised - level of acceptance will not be realised if
users interaction experience with mobile
technology is negative
11so why research m-interaction? (2)...
- need to design use the right types of
m-interaction to make m-commerce a desirable
facility in the future - prerequisite ensure users experience meets
both sensory functional needs Venkatesh et
al., 2003
12so why research m-interaction? (3)...
- resource disparity
- successful e-commerce interface design ?
successful m-commerce interface design - success of m-commerce services innovative users
uses (not necessarily technology)
13complexities of designing for mobility (1)
- m-interaction ? e-interaction
- but, direct migration of desktop to mobile
- is common.and unsuccessful!
- issues?
- disparity in available physical resources
- mobility of users
- desktop interaction designed for stationary users
- devotion of attentional resources
- stationary users can typically devote all to
interaction - mobile users need to remain focused on primary
task for safety - complexity of context of use (see lecture 6)
14complexities of designing for mobility (2)
- so what is the result?
- frustration
- perceived lack of usability
- abandonment of technology services
15goals for evolving m-interaction (1)
- The great advantage the telephone possesses over
every other form of electrical apparatus consists
in the fact that it requires no skill to operate
the instrument Alexander Graham Bell, 1878 - where applicable, assume no skill or training
available - better understand effect of mobility on
interaction - design to accommodate these influences
- better align m-interaction with user behaviour
social conventions
16goals for evolving m-interaction (2)
- use mix of techniques to overcome physical device
limitations (e.g. screen restrictions) - hard to design purely visual interfaces that
accommodate users limited attention - issues with head-mounted displays Barfield
Caudell, 2001 - obtrusive
- hard to use in bright daylight
- occupy visual resource Geelhoed et al., 2000
- customizability flexibility
17so what is available?
18speech-based audio (1)
- input user issues command/input by speaking
- output synthesised or pre-recorded speech
- Beasly et al., 2002 Lai Yankelovich, 2000
- vocabularies can be
- constrained Beasly et al., 2002
- unconstrained Lai Yankelovich, 2000
- sophistication v. accuracy
- natural
- hands- and/or eyes-free interaction
19speech-based audio (2)
- environmental issues
- ambient noise levels
- privacy
- when used for both input output, monopolises
auditory resource - can listen to non-speech audio while issuing
speech-based input - hard to listen to and interpret speech-based
input and output simultaneously - appropriate when used contextually in
combination with other paradigms
20non-speech audio (1)
- proven very effective at improving interaction on
mobile devices Brewster, 2002 Brewster et al.,
2003 Holland Morse, 2001 - Pirhonen et al., 2002 Sawhney Schmandt,
2000 - maintain visual focus on environmental navigation
- language independent typically fast
- two categories
- earcons musical tones combined to convey
meaning relative to application objects or
activities - auditory icons everyday sounds used to
represent application objects or activities
21non-speech audio (2)
- can be multidimensional
- data conveyed
- spatial location in which it is presented
- most humans good at streaming audio cues
- allows for positioning of sounds in 3D space
around head - users can ID direction of sound source and take
appropriate action (e.g. select the source)
22non-speech audio (3)
- supports eyes-free interaction
- leaves speech channel free for other use
- primarily a feedback/output mechanism
- best used in combination with other modalities
23gestural interaction (1)
- naturally very expressive
- can be multidimensional
- 2D hand drawn Brewster et al., 2003 Pirhonen et
al., 2002 - 3D hand generated Cohen Ludwig, 1991
- 3D head generated Brewster et al., 2003
- simple, natural gestures can be used for range of
input on mobile devices Harrison et al., 2003 - head-based gestures already used successfully in
applications for disabled users
24gestural interaction (2)
- no need to look at display to interact with it
- supports eyes-free interaction
- hands-free if head gestures
- combined use of audio gesture has most
potential
25audio-enhanced gestural interaction (1)
- true multimodal interaction
- some examples
- Audio Windows Cohen Ludwig, 1991
- data glove used to point to items represented
audibly in 3D space around head - powerful creation of a rich, complex
environment without need for visual display - Nomadic Radio Sawhney Schmandt, 2000
- personal messaging system that uses speech and
non-speech audio to deliver information - planar 3D audio rep. allows users to listen to
multiple sound streams but distinguish separate
each (Cocktail Party Effect) spatial
positioning conveys info about time of occurrence
26audio-enhanced gestural interaction (2)
- more examples
- Compaq iPAQ MP3 Player Pirhonen et al., 1991
- small set of metaphorical gestures rep. control
functions of the player drag finger over touch
screen to enter - end-of gesture audio feedback to confirm action
- significantly better than the standard graphical
interface - extended by Brewster et al. to incorporate
dynamic audio feedback about progress of gestures
Brewster et al., 2003 - improved accuracy awareness of accuracy of
gestures - simpler the audio feedback design the better
- Bullseye Menus Fiedlander et al., 2000
- menu concentric rings around cursor non-speech
audio cue indicates when move between items - users able to select items using only the sounds
27audio-enhanced gestural interaction (3)
- more examples
- 3D Auditory Radial Pie Menu Brewster et al.,
1991 - menu items displayed in 3D space around users
head at level of the ears - select items by nodding in direction of item
- tested different audio designs
28(No Transcript)
29audio-enhanced gestural interaction (5)
- demo
- Audio-Enhanced Unistroke Alphabet Lumsden
Gammell., 2004 - run demo
30graphical interaction
- visual or graphical displays are possible but
difficult - cannot simply migrate to the smaller screen
- leads to navigational problems
- look at segmentation/reduction of data
- focuscontext techniques
- fisheye lens
- etc.
- can make widgets smaller but maintain usability
if audio feedback is added to their interaction
properties
31conclusions
- the future of mobile devices and therefore
m-commerce depends on getting m-interaction right - need to be innovative
- imaginative, combined use of mix of techniques
- users control technology not technology control
users - mobile technology as easy to use as the
old-fashioned telephone!
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