HCI
© 2010 Pearson Addison-Wesley. All rights reserved.
Designing the User Interface:
Strategies for Effective Human-Computer Interaction
Fifth Edition
Ben Shneiderman & Catherine Plaisant
in collaboration with
Maxine S. Cohen and Steven M. Jacobs
CHAPTER 8:
Interaction Devices
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Keyboard Layouts
- QWERTY layout
1870 Christopher Latham Sholes
good mechanical design and a clever placement of the letters that slowed down the users enough that key jamming was infrequent
put frequently used letter pairs far apart, thereby increasing finger travel distances
- Dvorak layout
1920
reduces finger travel distances by at least one order of magnitude
Acceptance has been slow despite the dedicated efforts of some devotees
it takes about 1 week of regular typing to make the switch, but most users have been unwilling to invest the effort
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Keyboard Layouts
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Keyboard Layouts (cont.)
- ABCDE style
26 letters of the alphabet laid out in alphabetical order nontypists will find it easier to locate the keys
- Additional keyboard issues
IBM PC keyboard was widely criticized because of the placement of a few keys
backslash key where most typists expect SHIFT key
placement of several special characters near the ENTER key
Number pad layout
wrist and hand placement
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Keyboard Layouts (cont.)
- Keys
1/2 inch square keys
1/4 inch spacing between keys
slight concave surface
matte finish to reduce glare finger slippage
40- to 125-gram force to activate
3 to 5 millimeters displacement
tactile and audible feedback important
certain keys should be larger (e.g. ENTER, SHIFT, CTRL)
some keys require state indicator, such as lowered position or light indicator (e.g. CAPS LOCK)
key labels should be large, meaningful, permanent
some "home" keys may have additional features, such as deeper cavity or small raised dot, to help user locate their fingers properly (caution - no standard for this)
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Keyboard Layouts (cont.)
- Function keys
users must either remember each key's function, identify them from the screen's display, or use a template over the keys in order to identify them properly
can reduce number of keystrokes and errors
meaning of each key can change with each application
placement on keyboard can affect efficient use
special-purpose displays often embed function keys in monitor bezel
lights next to keys used to indicate availability of the function, or on/off status
typically simply labeled F1, F2, etc, though some may also have meaningful labels, such as CUT, COPY, etc.
frequent movement between keyboard home position and mouse or function keys can be disruptive to use
alternative is to use closer keys (e.g. ALT or CTRL) and one letter to indicate special function
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Keyboard Layouts (cont.)
- Cursor movement keys
up, down, left, right
some keyboards also provide diagonals
best layout is natural positions
inverted-T positioning allows users to place their middle three fingers in a way that reduces hand and finger movement
cross arrangement better for novices than linear or box
typically include typamatic (auto-repeat) feature
important for form-fillin and direct manipulation
other movements may be performed with other keys, such as TAB, ENTER, HOME, etc.
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Keyboard Layouts (cont.)
- Keyboard and keypads for small devices
Wireless or foldable keyboards
Virtual keyboards
Cloth keyboards
Soft keys
Pens and touchscreens
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Keyboard Layouts (cont.)
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The popular RIM Blackberry (http://www.blackberry.com) shown here on the left
demonstrated that many people could use a reduced-size keyboard on a regular basis;
users typically type with one finger or with both thumbs. The Nokia device in the middle
shows that non-English-speaking countries may use different keyboard layouts (here, a
French AZERTY keyboard). On the right, a larger keyboard uses the longer dimension of
the device and can be slid back into the device when not needed (http://www.nokia.com).
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Keyboard Layouts (cont.)
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Dasher predicts probable characters and words as users make their selections
in a continuous two-dimensional stream of choices
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Other text entry methods
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The virtual keyboard of
the Apple iPhone gains
precision by allowing finger
repositioning and then
activates on lift-off
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Other text entry methods (cont.)
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Another method is to handwrite on a touch sensitive
surface, typically with a stylus using Graffiti® on the Palm devices
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Pointing Devices
Pointing devices are applicable in six types of interaction tasks:
- 1. Select:
user chooses from a set of items.
used for traditional menu selection, identification of a file in a directory, or marking of a part in an automobile design.
- 2. Position:
user chooses a point in a one-, two-, three-, or higher-dimensional space
used to create a drawing, to place a new window, or to drag a block of text in a figure.
- 3. Orient:
user chooses a direction in a two-, three-, or higher-dimensional space.
direction may simply rotate a symbol on the screen, indicate a direction of motion for a space ship, or control the operation of a robot arm.
- 4. Path:
user rapidly performs a series of position and orient operations.
may be realized as a curving line in a drawing program, the instructions for a cloth cutting machine, or the route on a map.
- 5. Quantify:
user specifies a numeric value.
usually a one-dimensional selection of integer or real values to set parameters, such as the page number in a document, the velocity of a ship, or the amplitude of a sound.
- 6. Text:
user enters, moves, and edits text in a two-dimensional space. The
pointing device indicates the location of an insertion, deletion, or change.
more elaborate tasks, such as centering; margin setting; font sizes; highlighting, such as boldface or underscore; and page layout.
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Pointing Devices
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Direct-control pointing devices
- lightpen
enabled users to point to a spot on a screen and to perform a select, position, or other task
it allows direct control by pointing to a spot on the display
incorporates a button for the user to press when the cursor is resting on the desired spot on the screen
lightpen has three disadvantages: users' hands obscured part of the screen, users had to remove their hands from the keyboard, and users had to pick up the lightpen
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Direct-control
pointing devices (cont.)
- Touchscreen
allows direct control touches on the screen using a finger
early designs were rightly criticized for causing fatigue, hand-obscuring-the-screen, hand-off-keyboard, imprecise pointing, and the eventual smudging of the display
lift-off strategy enables users to point at a single pixel
the users touch the surface
then see a cursor that they can drag around on the display
when the users are satisfied with the position, they lift their fingers off the display to activate
can produce varied displays to suit the task
are fabricated integrally with display surfaces
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Direct-control
pointing devices (cont.)
Tablet PCs and Mobile Devices:
- Natural to point on the LCD surface
- Stylus
- Keep context in view
- Pick up & put down stylus
- Gestures and handwriting recognition
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Indirect pointing devices
- mouse
the hand rests in a comfortable position, buttons on the mouse are easily pressed, even long motions can be rapid, and positioning can be precise
- trackball
usually implemented as a rotating ball 1 to 6 inches in diameter that moves a cursor
- joystick
are appealing for tracking purposes
- graphics tablet
a touch-sensitive surface separate from the screen
- touchpad
built-in near the keyboard offers the convenience and precision of a touchscreen while keeping the user's hand off the display surface
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Comparison of pointing devices
- Human-factors variables
speed of motion for short and long distances
accuracy of positioning
error rates
learning time
user satisfaction
- Other variables
cost
durability
space requirements
weight
left- versus right-hand use
likelihood to cause repetitive-strain injury
compatibility with other systems
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Comparison of pointing
devices (cont.)
- Some results
direct pointing devices faster, but less accurate
graphics tablets are appealing when user can remain with device for long periods without switching to keyboard
mouse is faster than isometric joystick
for tasks that mix typing and pointing, cursor keys a faster and are preferred by users to a mouse
muscular strain is low for cursor keys
- Fitts' Law
Index of difficulty = log2 (2D / W)
Time to point = C1 + C2 (index of difficulty)
C1 and C2 and constants that depend on the device
Index of difficulty is log2 (2*8/1) = log2(16) = 4 bits
A three-component equation was thus more suited for the high-precision pointing task:
Time for precision pointing = C1 + C2 (index of difficulty) + C3 log2 (C4 / W)
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Novel devices
Foot controls
Eye-tracking
Multiple-degrees-of-freedom devices
DataGlove
Haptic feedback
Bimanual input
Ubiquitous computing and tangible user interfaces
Handheld devices
Smart pens
Table top touch screens
Game controllers
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Novel devices (cont.)
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Speech and auditory interfaces
- Speech recognition still does not match the fantasy of science fiction:
demands of user's working memory
background noise problematic
variations in user speech performance impacts effectiveness
most useful in specific applications, such as to benefit handicapped users
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Speech and auditory interfaces (cont.)
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Speech and auditory
interfaces (cont.)
- Discrete word recognition
recognize individual words spoken by a specific person; can work with 90- to 98-percent reliability for 20 to 200 word vocabularies
Speaker-dependent training, in which the user repeats the full vocabulary once or twice
Speaker-independent systems are beginning to be reliable enough for certain commercial applications
been successful in enabling bedridden, paralyzed, or otherwise disabled people
also useful in applications with at least one of the following conditions:
speaker's hands are occupied
mobility is required
speaker's eyes are occupied
harsh or cramped conditions preclude use of keyboard
voice-controlled editor versus keyboard editor
lower task-completion rate
lower error rate
use can disrupt problem solving
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Speech and auditory
interfaces (cont.)
- Continuous-speech recognition
Not generally available:
difficulty in recognizing boundaries between spoken words
normal speech patterns blur boundaries
many potentially useful applications if perfected
- Speech store and forward
Voice mail users can
receive messages
replay messages
reply to caller
forward messages to other users, delete messages
archive messages
- Systems are low cost and reliable.
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Speech and auditory
interfaces (cont.)
- Voice information systems
Stored speech commonly used to provide information about tourist sites, government services, after-hours messages for organizations
Low cost
Voice prompts
Deep and complex menus frustrating
Slow pace of voice output, ephemeral nature of speech, scanning and searching problems
Voice mail
Handheld voice recorders
Audio books
Instructional systems
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Speech and auditory
interfaces (cont.)
- Speech generation
Michaelis and Wiggins (1982) suggest that speech generation is "frequently preferable" under these circumstances:
The message is simple.
The message is short.
The message will not be referred to later.
The message deals with events in time.
The message requires an immediate response.
The visual channels of communication are overloaded.
The environment is too brightly lit, too poorly lit, subject to severe vibration, or otherwise unsuitable for transmission of visual information.
The user must be free to move around.
The user is subjected to high G forces or anoxia
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Speech and auditory
interfaces (cont.)
- Audio tones, audiolization, and music
Sound feedback can be important:
to confirm actions
offer warning
for visually-impaired users
music used to provide mood context, e.g. in games
can provide unique opportunities for user, e.g. with simulating various musical instruments
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Displays – Small and Large
- The display has become the primary source of feedback to the user from the computer
The display has many important features, including:
Physical dimensions (usually the diagonal dimension and depth)
Resolution (the number of pixels available)
Number of available colors, color correctness
Luminance, contrast, and glare
Power consumption
Refresh rates (sufficient to allow animation and video)
Cost
Reliability
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Displays – Small and Large (cont.)
Usage characteristics distinguish displays:
- Portability
- Privacy
- Saliency
- Ubiquity
- Simultaneity
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Display technology
- Monochrome displays
are adequate, and are attractive because of their lower cost
- RGB shadow-mask displays
small dots of red, green, and blue phosphors packed closely
- Raster-scan cathode-ray tube (CRT)
electron beam sweeping out lines of dots to form letters
refresh rates 30 to 70 per second
- Liquid-crystal displays (LCDs)
voltage changes influence the polarization of tiny capsules of liquid crystals
flicker-free
size of the capsules limits the resolution
- Plasma panel
rows of horizontal wires are slightly separated from vertical wires by small glass-enclosed capsules of neon-based gases
- Light-emitting diodes (LEDs)
certain diodes emit light when a voltage is applied
arrays of these small diodes can be assembled to display characters
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Display technology (cont.)
- Electronic ink
Paper like resolution
Tiny capsules with negatively and positively charged particles
- Braille displays
Pins provide output for the blind
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Displays – Large and Small (cont.)
- Large displays
Informational wall displays
Interactive wall displays
Multiple desktop displays
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Displays – Large and Small (cont.)
- Heads-up and helmet mounted displays
A heads-up display can, for instance, project information on a partially silvered widescreen of an airplane or car
A helmet/head mounted display (HMD) moves the image with the user
3D images
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Mobile device displays
- Currently mobile devices used for brief tasks, except for game playing
- Optimize for repetitive tasks
- Custom designs to take advantage of every pixel
- DataLens allows compact overviews
- Web browsing difficult
- Okay for linear reading, but making comparisons can be difficult
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Animation, image, and video
- Accelerated graphics hardware
- More information shared and downloaded on the web
- Scanning of images and OCR
- Digital video
- CD-ROMs and DVDs
- Compression and decompression through MPEG
- Computer-based video conferencing
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