Physical aspects of interfaces Industrial interfaces

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Physical aspects of interfaces Industrial interfaces ergonomics Physical aspects of interfaces Industrial interfaces

Ergonomics (or human factors) Study of the physical characteristics of interaction How the controls are designed The layout and physical qualities of the screen About the physical environment in which the interaction takes place A primary focus is on user performance and the interface enhances or detracts from this Also known as human factors – but this can also be used to mean much of HCI! Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems

Ergonomics - examples arrangement of controls and displays e.g. controls grouped according to functional, sequential and frequency of use surrounding environment e.g. seating arrangements adaptable to cope with all sizes of user health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise, use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc.

Industrial interfaces Office interface vs. industrial interface? Context matters! office industrial type of data textual numeric rate of change slow fast environment clean dirty … the oil soaked mouse!

multiple representations of same information Glass interfaces ? industrial interface: traditional … dials and knobs now … screens and keypads glass interface cheaper, more flexible, multiple representations, precise values not physically located, loss of context, complex interfaces may need both Vessel B Temp 100 200 113 multiple representations of same information

Indirect manipulation office– direct manipulation user interacts with artificial world system industrial – indirect manipulation user interacts with real world through interface issues .. feedback delays interface plant immediate feedback instruments

INTERACTION PARADIGMS

Why study paradigms Concerns how can an interactive system be developed to ensure its usability? how can the usability of an interactive system be demonstrated or measured? History of interactive system design provides paradigms for usable designs

What are Paradigms Predominant theoretical frameworks or scientific world views e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics Understanding HCI history is largely about understanding a series of paradigm shifts Not all listed here are necessarily “paradigm” shifts, but are at least candidates History will judge which are true shifts

The initial paradigm Batch processing Impersonal computing

Example Paradigm Shifts Batch processing Time-sharing Interactive computing

Example Paradigm Shifts Batch processing Timesharing Networking @#$% ! ??? Community computing

Example Paradigm Shifts Batch processing Timesharing Networking Graphical displays Move this file here, and copy this to there. C…P… filename dot star… or was it R…M? % foo.bar ABORT dumby!!! Direct manipulation

Example Paradigm Shifts Batch processing Timesharing Networking Graphical display Microprocessor Personal computing

Example Paradigm Shifts Batch processing Timesharing Networking Graphical display Microprocessor WWW Global information

Example Paradigm Shifts Batch processing Timesharing Networking Graphical display Microprocessor WWW Ubiquitous Computing A symbiosis of physical and electronic worlds in service of everyday activities.

Time-sharing 1940s and 1950s – explosive technological growth 1960s – need to channel the power J.C.R. Licklider at ARPA single computer supporting multiple users

Video Display Units more suitable medium than paper 1962 – Sutherland's Sketchpad computers for visualizing and manipulating data one person's contribution could drastically change the history of computing

Programming toolkits Engelbart at Stanford Research Institute 1963 – augmenting man's intellect 1968 NLS/Augment system demonstration the right programming toolkit provides building blocks to producing complex interactive systems

Personal computing 1970s – Papert's LOGO language for simple graphics programming by children A system is more powerful as it becomes easier to user Future of computing in small, powerful machines dedicated to the individual Kay at Xerox PARC – the Dynabook as the ultimate personal computer

Window systems and the WIMP interface humans can pursue more than one task at a time windows used for dialogue partitioning, to “change the topic” 1981 – Xerox Star first commercial windowing system windows, icons, menus and pointers now familiar interaction mechanisms

Metaphor relating computing to other real-world activity is effective teaching technique LOGO's turtle dragging its tail file management on an office desktop word processing as typing financial analysis on spreadsheets virtual reality – user inside the metaphor Problems some tasks do not fit into a given metaphor cultural bias

Direct manipulation 1982 – Shneiderman describes appeal of graphically-based interaction visibility of objects incremental action and rapid feedback reversibility encourages exploration syntactic correctness of all actions replace language with action 1984 – Apple Macintosh the model-world metaphor What You See Is What You Get (WYSIWYG)

Language versus Action actions do not always speak louder than words! DM – interface replaces underlying system language paradigm interface as mediator interface acts as intelligent agent programming by example is both action and language

Hypertext 1945 – Vannevar Bush and the memex key to success in managing explosion of information mid 1960s – Nelson describes hypertext as non-linear browsing structure hypermedia and multimedia Nelson's Xanadu project still a dream today

Multimodality a mode is a human communication channel emphasis on simultaneous use of multiple channels for input and output

Computer Supported Cooperative Work (CSCW) CSCW removes bias of single user / single computer system Can no longer neglect the social aspects Electronic mail is most prominent success

The World Wide Web Hypertext, as originally realized, was a closed system Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing and accessing easy Critical mass of users lead to a complete transformation of our information economy.