Interfaces and interactions 1990 - PowerPoint PPT Presentation

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Interfaces and interactions 1990

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Interfaces and interactions 1990 s Text p 240 - 265 Interface types 1980s interfaces Command WIMP/GUI 1990s interfaces Advanced graphical (multimedia, virtual ... – PowerPoint PPT presentation

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Title: Interfaces and interactions 1990


1
Interfaces and interactions1990s
Text p 240 - 265
2
Interface types
  • 1980s interfaces
  • Command
  • WIMP/GUI
  • 1990s interfaces
  • Advanced graphical (multimedia, virtual
    reality, information visualization)
  • Web
  • Speech (voice)
  • Pen, gesture, and touch
  • Appliance

2000s interfaces Mobile Multimodal Shareab
le Tangible Augmented mixed reality
Wearable Robotic
3
Advanced graphical interfaces
  • Advanced graphical interfaces exist now that
    extend how users can access, explore, and
    visualize information
  • e.g. interactive animations, multimedia, virtual
    environments, and visualizations
  • Some designed to be viewed and used by
    individuals
  • Others by users who are collocated or at a
    distance

4
Multimedia
  • Combines different media within a single
    interface with various forms of interactivity
  • graphics, text, video, sound, and animations
  • Users click on links in an image or text -gt
    another part of the program -gt an animation or
    a video clip is played-gt can return to where
    they were or move on to another place

5
BioBlast
BioBlast is a multimedia learning environment for
secondary biology classes that incorporates
simulation models based on NASAs research to
enable students to develop and test their own
designs for a life support system for use on the
Moon.
6
Multimedia pros and cons
  • Facilitates rapid access to multiple
    representations of information
  • Can provide better ways of presenting
    information than can either one alone
  • Can enable easier learning, better understanding,
    more engagement, and more pleasure
  • Can encourage users to explore different parts of
    a game or story
  • Tendency to play video clips and animations,
    while skimming through accompanying text or
    diagrams

7
Research and design issues
  • How to design multimedia to help users explore,
    keep track of, and integrate the multiple
    representations
  • provide hands-on interactivities and simulations
    that the user has to complete to solve a task
  • Use dynalinking, where information depicted in
    one window explicitly changes in relation to what
    happens in another (Scaife and Rogers, 1996)
  • Several guidelines around that recommend how to
    combine multiple media for different kinds of
    task

8
Virtual reality and virtual environments
  • Computer-generated graphical simulations
    providing
  • the illusion of participation in a synthetic
    environment rather than external observation of
    such an environment (Gigante, 1993)
  • provide new kinds of experience, enabling users
    to interact with objects and navigate in 3D space
  • Create highly engaging user experiences

9
Pros and cons
  • Can have a higher level of fidelity with the
    objects they represent, c.f. multimedia
  • Induces a sense of presence where someone is
    totally engrossed by the experience
  • a state of consciousness, the (psychological)
    sense of being in the virtual environment
    (Slater and Wilbur, 1999)
  • Provides different viewpoints 1st and 3rd person
  • Head-mounted displays are uncomfortable to wear,
    can cause motion sickness and disorientation

10
Research and design issues
  • Much research on how to design safe and realistic
    VRs to facilitate training
  • e.g., flying simulators
  • help people overcome phobias (e.g., spiders,
    talking in public)
  • Design issues
  • how best to navigate through them (e.g., first
    versus third person)
  • how to control interactions and movements (e.g.,
    use of head and body movements)
  • how best to interact with information (e.g., use
    of keypads, pointing, joystick buttons)
  • level of realism to aim for to engender a sense
    of presence

11
Which is the most engaging game of Snake?
pc version
Mobile phone version
12
Information Visualisation
  • Concerned with the design of computer generated
    visualisations of complex data that are
    interactive dynamic
  • Goal is to amplify human cognition enabling users
    to see patterns, trends and anomalies in the
    visualisation and from this gain insight
  • Developed by experts to enable them to understand
    make sense of vast amounts of dynamically
    changing domain data or information eg satellite
    images

13
MarketMap
  • Marketmap represents changes in stocks and shares
    over time using rollovers to show additional
    informatio
  • n

14
Research and Design issues
  • Research has focused on developing algorithms and
    interactive techniques to enable viewers to
    explore and visualise data in nov3el ways
  • Less research on how visualisations are used in
    practice and whether they can amplify cognition
  • Design issues include
  • choices between animation and/or interactivity
  • What form of coding ( colour or text)
  • 2D or 3D representational
  • navigation (zooming, panning)
  • Additional information what kind, how much
  • Type of metaphor to be used
  • Currently no clear cut guidelines an evolving
    research area

15
Web based interfaces
  • Early websites were largely text-based, providing
    hyperlinks
  • Concern was with how best to structure
    information at the interface to enable users to
    navigate and access it easily and quickly
  • Nowadays, more emphasis on making pages
    distinctive, striking, and pleasurable

16
vanilla or multiflavour
Activity
What do you think?
Swim
Useit.com
Jacob Nielsen argues website homepages should use
little images for usability reason
17
Usability versus attractiveness debate
  • Vanilla or multi-flavor design?
  • Ease of finding something versus aesthetic and
    enjoyable experience
  • Web designers are
  • thinking great literature
  • Users read the web like a
  • billboard going by at 60 miles an hour (Krug,
    2000)
  • Need to determine how to brand a web page to
    catch and keep eyeballs

18
Research and design issues
  • Web interfaces are getting more like GUIs
  • Need to consider how best to design, present, and
    structure information and system behaviour
  • But also content and navigation are central
  • Veens design principles
  • (1)Where am I? (2)Where can I go?(3) Whats
    here?

19
What kind of site?
Activity
  • Look at the Nike.com website
  • What kind of website is it?
  • How does it contravene the design principles
    outlined by Veen?
  • Does it matter?
  • What kind of user experience is it providing for?
  • What was your experience of engaging with it?

View notes for a comment
20
Speech interfaces
  • Where a person talks with a system that has a
    spoken language application, e.g., timetable,
    travel planner
  • Used most for inquiring about very specific
    information, e.g., flight times or to perform a
    transaction, e.g., buy a ticket
  • Also used by people with disabilities
  • e.g., speech recognition word processors, page
    scanners, web readers, home control systems

21
Have speech interfaces come of age?
22
Get me a human operator!
  • Most popular use of speech interfaces currently
    is for call routing
  • Caller-led speech where users state their needs
    in their own words
  • e.g., Im having problems with my voice mail
  • Idea is they are automatically forwarded to the
    appropriate service
  • What is your experience of such systems?

23
Format
  • Directed dialogs are where the system is in
    control of the conversation
  • Ask specific questions and require specific
    responses
  • More flexible systems allow the user to take the
    initiative
  • e.g., Id like to go to Paris next Monday for
    two weeks.
  • More chance of error, since caller might assume
    that the system is like a human
  • Guided prompts can help callers back on track
  • e.g., Sorry I did not get all that. Did you say
    you wanted to fly next Monday?

24
Research and design issues
  • How to design systems that can keep conversation
    on track
  • help people navigate efficiently through a menu
    system
  • enable them to easily recover from errors
  • guide those who are vague or ambiguous in their
    requests for information or services
  • Type of voice actor (e.g., male, female, neutral,
    or dialect)
  • Do people prefer to listen to and are more
    patient with a female or male voice? What type of
    accent?

25
Pen, gesture and touchscreen interfaces
  • A number of input devices have been developed to
    investigate whether more fluid and natural
    physical actions that humans use are was of
    interacting with information at the interface
  • Touchscreens have been designed to enable users
    to use their finger tips to select options at an
    interface and move objects around interactive
    table surfaces
  • Sonys EyeToy is a digital camera device
    connected to a play station that enables users to
    play various video games. The camera films the
    player
  • standing in front of the TV projecting
  • their image onto the screen, making
  • them the central character of the
  • game.

26
Pen, gesture and touchscreen interfaces
  • Pen based input is commonly used with PDAs and
    large displays instead of mouse or keyboard
    input.
  • Flow of interaction can be easily interrupted
    with pens
  • More difficult to select menu options
  • Tablet PCs have significantly advanced
    handwriting recognition and conversion techniques

27
Research and design issues
  • Gesture research concerned with different roles
    they play in communication
  • Key design concern with all these forms of input
    is to consider how a computer system recognises
    and delineates the users gestures- especially how
    to determine the start and end point in a hand
    movement etc

28
Summary
  • Web interfaces are becoming more like
    multimedia-based interfaces
  • An important concern that underlies the design of
    any kind of interface is how information is
    represented to the user so they can carry out
    ongoing activity or task
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