CHAPTER 10: Devices Designing the User Interface:

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CHAPTER 10: Devices Designing the User Interface: Strategies for Effective Human-Computer Interaction Sixth Edition Ben Shneiderman, Catherine Plaisant, Maxine S. Cohen, Steven M. Jacobs, and Niklas Elmqvist in collaboration with Nicholas Diakopoulos

Devices Topics Introduction Keyboards and Keypads Pointing Devices Displays

Introduction Input and output devices represent the physical medium through which users operate computers Only two decades ago, the standard computer platform was the desktop or laptop personal computer equipped with a screen, a mouse, and a keyboard Mobile devices have revolutionized the face of computing Many people do not realize that their ever-present smartphones, tablets, or portable MP3 players are, indeed, powerful computers The explosion of new and exciting computing technology has increased the importance of interaction design so as to accommodate such a wide diversity of input and output modalities

Device example Fig. 10.1 Indian IT minister Kapil Sibal announcing the Aakash, a $35 tablet for the Indian market

Another device example Fig. 10.2 The Owlet wearable baby monitor that continuously tracks a baby’s heart rate and oxygen saturation using a so-called “smart sock” (left) and wirelessly sends the information to a base station (center) The base station is in contact with the internet, and uploads data that parents can access using their smartphone (right)

Keyboards and keypads Fig. 10.3 An Apple Macbook Air laptop with a QWERTY keyboard (left) showing the inverted T movement keys at the bottom right and function keys across the top A multi-touch trackpad supports pointing On the right, a detail photograph of a Lenovo laptop keyboard shows a pointing stick (also called a trackpoint) mounted between the G and H keys on the keyboard

Accessible “keyboard” Fig. 10.4 orbiTouch Keyless Keyboard with integrated mouse functionality The orbiTouch requires no finger or wrist motion to operate, yet supports high-performance typing and pointing (http://orbitouch.org/)

Pointing tasks and control Select – Choosing from a set of items. Position – Choosing a point in a one-, two-, three-, or higher-dimensional space Orient – Choose a direction in a two-, three-, or higher-dimensional space. Path – Define a series of positioning and orientation operations Quantify – Specify a numeric value Gesture – Perform an action by executing a predefined motion Text – Enter, move, and edit text in two-dimensional space Fig. 10.6

Pointing devices Box 10.1. Also Fig. 10.7 (first 2 images) and 10.16 http://www.razerzone.com/gaming-mice/razer-ouroboros http://www.apple.com/ Box 10.1. Also Fig. 10.7 (first 2 images) and 10.16 http://www.leapmotion.com/

Characteristics of displays Physical dimensions (usually the diagonal dimension and depth) Resolution (the number of pixels available) Number of available colors and color correctness Luminance, contrast, and glare Power consumption Refresh rates (sufficient to allow animation and video) Cost Reliability Fig. 10.11

Display example Fig. 10.17 An Amazon Kindle (http://www.amazon.com/) book reader being used to browse Bleak House by Charles Dickens. The Kindle uses E-Ink® technology (http://www.eink.com/), providing a bright display that uses power only when the display changes, and can be read in direct sunlight and at varying angles, which can improve reading comfort (see Section 14.4 for a discussion of reading on paper versus on a display).

Another Display example Fig. 10.19 Users discussing and pointing at details on the Stony Brook University Reality Deck (Papadopoulos et al., 2014), an immersive giga-pixel display consisting of 416 thin-bezel LCD displays and powered by 18 graphics workstations connected using a high-speed network (https://labs.cs.sunysb.edu/labs/vislab/reality-deck-home/)

Another Display example Fig. 10.20 Two users collaboratively control a lens on a gigapixel image of Paris, France using a tablet touchscreen as well as an interactive cursor (Chapuis et al., 2014)

Another Display example Fig. 10.22 Two people collaborating on a real estate task using a tabletop display and mobile table The tabletop serves as a shared and public display where changes affect all collaborators, whereas the tablet is perceived as a private display that allows users to work independently (McGrath et al., 2012)

Another Display example Fig. 10.23 The Apple Watch on the left supports both fitness as well as personal information management applications, such as email, calendar, and electronic payment The Fitbit Surge smartwatch on the right is designed mainly for personal fitness applications, and contains a step counter, heart rate monitor, and GPS

Responsive Design Fig. 10.24 The monitor layout on the left is automatically adapted to the smaller display space of a tablet (middle) and a smartphone (right). Also see Chapter 8.

Deformable and shape-changing display examples Fig. 10.25 The left image shows a physical bar chart visualization displaying complex data (Jansen et al., 2013) The middle shows the tilt display that consists of multiple small displays mounted on actuators (Alexander et al., 2012) On the right is the PaperPhone, a flexible smartphone prototype that supports bending interaction (Lahey et al., 2011)