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Human Computer Interaction
Unit III Human Computer Interaction Ubiquitous computing: smart devices, environments and interaction 1 1
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Ubiquitous computing: smart devices, environments and interaction
HCI: Overview Part A: eHCI Use in some common smart device types Part B iHCI for accompanied smart devices Part C: iHCI for wearable & implanted smart devices Part D: Human Centred Design Part E: User Models and iHCI Design Ubiquitous computing: smart devices, environments and interaction 2 2
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Ubiquitous computing: smart devices, environments and interaction
HCI: Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 3 3
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Ubiquitous computing: smart devices, environments and interaction
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Ubiquitous computing: smart devices, environments and interaction
HCI: Introduction Term HCI, widely used, since onset of Personal Computing era in 1980s. However groundwork for field of HCI started earlier, during onset of the industrial revolution Tasks became automated and powered-assisted -> triggers an interest in studying human-machine interaction Some tasks require little human interaction during operation, e.g., clothes-, dish- washing etc Other tasks are very interactive, e.g., face washing, playing the violin, etc Ubiquitous computing: smart devices, environments and interaction 5 5
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Ubiquitous computing: smart devices, environments and interaction
H,C & I Basic concepts of HCI are: Humans – single or multiple user with diverse physical and mental abilities, interacting cooperatively or competitively Computers / devices – not just PCs but embedded computing devices (dust, tabs,pads, boards) Interaction – directed via command or by manipulating virtual object, also involve natural interaction such as speech, gesture etc. Ubiquitous computing: smart devices, environments and interaction 6 6
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Ubiquitous computing: smart devices, environments and interaction
HCI: Motivation Machines (systems) aid human performance, but systems that interact poorly with humans will be a poor human aid. Need design models & process that are (user) interactive The motivation for HCI is clear; to support more effective use (Dix, 2004a) in three ways Useful: a User task that user requires to be done. Usable: Do the task easily, naturally, safely Be used: enrich the user experience by making it attractive, engaging, fun etc. Ubiquitous computing: smart devices, environments and interaction 7 7
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HCI: Usability vs. Usefulness
Summarised as Heckel's law and Heckel's inverse law: Heckel’s law: The quality of the user interface of an appliance is relatively unimportant in determining its adoption by users if the perceived value of the appliance is high. Heckel’s inverse law: The importance of the user interface design in the adoption of an appliance is inversely proportional to the perceived value of the appliance Ubiquitous computing: smart devices, environments and interaction 8 8
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Ubiquitous computing: smart devices, environments and interaction
Explicit HCI (eHCI) eHCI design: explicit interaction during a device’s normal operation. What are the Dominant eHCI UIs Pure eHCI Context-free Focus on H2C (Human-to-Computer) Interaction Ubiquitous computing: smart devices, environments and interaction 9 9
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Ubiquitous computing: smart devices, environments and interaction
iHCI Concept of implicit HCI (iHCI) Proposed by Schmidt (2000) Defined as “an action, performed by the user that is not primarily aimed to interact with a computerized system but which such a system understands as input”. Our definition of iHCI bit different: inputs with an implicit or implied context Users behaviour in given situation Gestures as clap to control device as well as express an emotion Ubiquitous computing: smart devices, environments and interaction 10 10
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Ubiquitous computing: smart devices, environments and interaction
iHCI iHCI is more about C2H (Computer to Human) Interaction iHCI assumes Chas a certain Model of H user Model of H used as additional input Need to share implicit context between human and system Implicit interaction naturally supports hidden device design. Ubiquitous computing: smart devices, environments and interaction 11 11
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 12 12
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UI and HCI Designs for 4 Common Devices
PC Mobile Phone Games Console but many sub-types TV / Projectors Ubiquitous computing: smart devices, environments and interaction 13 13
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Diversity of ICT Interaction
Size : (Hand, Centimetre, Micro, body sized or larger) Haptic Intput : (Two handed vs. One Handed Vs. Hands free) Interaction modalities : (Single Vs. Multiple) Posture of Human Operator : (Laying, sitting, standing, walking, running) Distance of output display to input control : Centimetre to metres Position during Operations : Fixed Vs. Mobile Connectivity : (Stand alone vs. networked vs. wired vs. wireless) Tasking : single tasks devices Ubiquitous computing: smart devices, environments and interaction 14 14
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UI Type: Personal Computer Interface
MEMEX System Commond Line Visual Interface WIMPS Interface / Direct Manipulation interface Ubiquitous computing: smart devices, environments and interaction 15 15
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Ubiquitous computing: smart devices, environments and interaction
PC UI use in Mobiles Using a conventional PC UI approach won’t be optimum for mobile computing & ubiquitous computing - need a different approach, Why? Smaller Display Area Variety of Resource Constained input and output Devices Handling limited key input : Multitap,T9, FastTap, Soft keys Handling limited output Audible outputs – Vehicle nevigation System Ubiquitous computing: smart devices, environments and interaction 16 16
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UI Type: Games Console Interfaces
Games consoles: an important driver and can contribute to UbiCom in a number of ways More Natural interface Many different types of Games Console Interface Forsters (2005) Seven different generation of Game Consoles 7th generation includes Nintendo Wii - replacement of D- pad Ubiquitous computing: smart devices, environments and interaction 17 17
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UI Type: Localised Remote Control Interfaces
Characteristics Input controller and device separation Input device interfaces Wireless link between input control device and device Ubiquitous computing: smart devices, environments and interaction 18 18
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Ubiquitous computing: smart devices, environments and interaction
UIs often introduce modes to minimise the number of UI controls (e.g., toggle buttons vs. radio buttons) AM and PM are modes! Up and down buttons introduce modes UI that contain more controls & less modes appear more complex but are often easier to operate Changing the gesture to trigger action (e.g., adaptive menus) are more useful if they are inclusive rather than exclusive Ubiquitous computing: smart devices, environments and interaction 19
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 20 20
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iHCI use in Accompanied Smart Devices: Topics
Single vs. Multi-Modal Visual Interfaces Gesture Interfaces Reflective versus Active Displays Combining Input and Output User Interfaces Auditory Interfaces Natural Language Interfaces Ubiquitous computing: smart devices, environments and interaction 21 21
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Computer input & output modalities
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Multi-Modal Interaction: Design
Two main approaches Data for each modality can be processed separately, then combined at the end. Data for each modality can be processed & combined concurrently Ubiquitous computing: smart devices, environments and interaction 23 23
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Ubiquitous computing: smart devices, environments and interaction
Gesture Interfaces What are Gestures? Expressive, meaningful body motions Involving physical movements. - fingers, arms, hands, face, body With the intent of conveying meaningful information about interacting with the environment. Contactful Gestures Vs. Contactless gestures 2D gestures Vs. 3D Gestures Directly sensed versus indirectly sensed Ubiquitous computing: smart devices, environments and interaction 24 24
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Gesture Interfaces: HCI->HPI->HHI->HCI
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Reflective versus Active Displays
Can we produce ICT displays that support more of the properties of physical paper? Display design mimics paper Epaper display design differs from actual paper Ubiquitous computing: smart devices, environments and interaction 26 26
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ElectroPhoretic Displays or EPDs
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Combining Input and Output User Interfaces
UIs discussed so far, input devices are separated from the output devices State of the input is available as a visual cue only. How can we combine / link input and output better? Ubiquitous computing: smart devices, environments and interaction 28 28
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Ubiquitous computing: smart devices, environments and interaction
Touchscreen What are touchscreens? Displays where position of contact with screen is detected Via pointed physical objects such as pens, fingers, etc Events can then be generated for an associated visual object at that position and Associated actions can then be triggered. Ubiquitous computing: smart devices, environments and interaction 29 29
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Ubiquitous computing: smart devices, environments and interaction
Touchscreen Touchscreen behaves as 2D, planar smart skin. Wherever it is touched, a virtual object can be activated. Types of touchscreens Resistive Capacitive Surface acoustic waves etc. Touch screen can behave as a: soft control panel and user interface that is reprogrammable which can be customised to suit a range of applications and users Ubiquitous computing: smart devices, environments and interaction 30 30
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Tangible User Interface (TUI)
(TUI) is a UI that augments the real physical world by coupling digital information to everyday physical objects and environments. Tangible user interfaces are also referred to as passive real-world props, graspable user interfaces, manipulative user interfaces embodied user interfaces Ubiquitous computing: smart devices, environments and interaction 31 31
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Ubiquitous computing: smart devices, environments and interaction
DataTiles Project Allows users to manipulate data in form of tangible “tiles” Combinations of data streams and functions make it possible to create new applications Ubiquitous computing: smart devices, environments and interaction 32 32
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Ubiquitous computing: smart devices, environments and interaction
Organic Interfaces Similar to Tangible Interfaces 3 characteristics which characterize organic UIs. - Display can be the input device - display can take on any shape - displays can change Typically use Organic Light-Emitting Diode (OLED) type materials Ubiquitous computing: smart devices, environments and interaction 33 33
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Auditory Interfaces: Non-Speech Based
Challenges : Presence of audio noise, access control for voice activation,NLP of voice input 2 basic auditory interfaces: Speech based Non-speech based Non-speech auditory interfaces: Earcons, synthetic auditory sequences Ubiquitous computing: smart devices, environments and interaction 34 34
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Natural Language Interfaces
Generally, interaction can be more easily processed and understood if it defined using an expressive language that has a well-defined syntax or grammar and semantics requires that users already know the syntax. Ubiquitous computing: smart devices, environments and interaction 35 35
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 36 36
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Hidden UI via Wearable and Implanted Devices
In the Posthuman model, technology can be used to extend a person's normal conscious experience and sense of presence, across space and time. There are 3 types of post-human technology: Accompanied e.g. ??? Wearable e.g., ??? Implants E.g., ??? Ubiquitous computing: smart devices, environments and interaction 37 37
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Ubiquitous computing: smart devices, environments and interaction
Wearable computers Wearable interfaces include a combination of ICT devices & modalities Wearable computers are especially useful when? Focus is on multi-modal interaction which includes visual interaction. Ubiquitous computing: smart devices, environments and interaction 38 38
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Ubiquitous computing: smart devices, environments and interaction
Wearable computers Visual modal systems are divided according to how humans interact with the system: ?? Visual interaction can be classified into command non-command interfaces. Non-command vision-based (human motion) analysis systems generally have four stages: motion segmentation object classification tracking interpretation. Ubiquitous computing: smart devices, environments and interaction 39 39
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Wearable Computer: WearComp and WearCam
Many researchers contributed to the advancement of wearable computing Perhaps the most important Pioneer of Wearable Computing is Steve Mann His 1st early main application focussed on recording personal visual memories that could be shared with other via the Internet. Ubiquitous computing: smart devices, environments and interaction 40 40
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Wearable Computer: WearComp and WearCam
Photo courtesy of Wikimedia Commons, Ubiquitous computing: smart devices, environments and interaction 41 41
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Wearable computing: Mann’s definition
Mann (1997): 3 criteria to define wearable computing. Eudaemonic criterion Existential criterion Ephemeral criterion Ubiquitous computing: smart devices, environments and interaction 42 42
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Wearable computing: Types
Some different type of wearable computers?? N.B. Not all these meet Mann’s criteria Ubiquitous computing: smart devices, environments and interaction 43 43
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Head(s)-Up Display or HUD:
presents data without blocking the user's view pioneered for military aviation - now used in commercial aviation and cars. 2 types of HUD Fixed HUD: Head-mounted HUD Ubiquitous computing: smart devices, environments and interaction 44 44
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EyeTap & Virtual Retinal Display
Instructors can add more detail about these here or delete this slide. Ubiquitous computing: smart devices, environments and interaction 45 45
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Brain Computer Interface (BCI) or Brain Machine Interfaces (BMI)
HCI focuses on indirect interfaces from human brain via human actuators BCI are direct functional interfaces between brains and machines BCI represents ultimate natural interface Would you choose to make use of one when they become available in the future? Ubiquitous computing: smart devices, environments and interaction 46 46
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Brain Computer Interface (BCI) or Brain Machine Interfaces (BMI)
Direct vs. Indirect coupling design choices ?? See also BANs in Chapter 11 Brain versus nerve direct coupling design choices?? Ubiquitous computing: smart devices, environments and interaction 47 47
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Ubiquitous computing: smart devices, environments and interaction
Computer Implants Opposite of wearing computers outside the body is to have them more directly interfaced to the body. Many people routinely use implants ???? Of specific interest is developing devices that can adapt to signals in the human nervous system. By connecting electronic circuitry directly to the human nervous system, ??? Ubiquitous computing: smart devices, environments and interaction 48 48
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Ubiquitous computing: smart devices, environments and interaction
Cyborg 2 Electrode array surgically implanted into Warwick’s left arm and interlinked into median nerve fibres is being monitored. Ubiquitous computing: smart devices, environments and interaction 49 49
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Ubiquitous computing: smart devices, environments and interaction
BCI Instructors can add more detail about experiments here or delete this slide Ubiquitous computing: smart devices, environments and interaction 50 50
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Ubiquitous computing: smart devices, environments and interaction
PostHuman Model Use of alterative technology mediated realities A feeling of presence in the experience provides feedback to a person about the status of his or her activity. The subject perceives any variation in the feeling of presence and tunes its activity accordingly. Ubiquitous computing: smart devices, environments and interaction 51 51
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PostHuman Model and Reality
People can experience alternative realities depending on: the type of environment people are situated in on their perception of the environment. Reality can be: Technology mediated, e.g., ??? Chemically mediated, , e.g., ??? Psychologically mediated, , e.g., ??? Ubiquitous computing: smart devices, environments and interaction 52 52
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Ubiquitous computing: smart devices, environments and interaction
Realities: VR, AR and MR (Revision of Section ) Ubiquitous computing: smart devices, environments and interaction 53 53
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Ubiquitous computing: smart devices, environments and interaction
Virtual Reality (VR) VR seeks to immerse a physical user in a virtual 3D world VR uses a computer simulation of a subset of the world and immerses the user in it using UIs based upon: ?? VR seeks to enable humans to interact using a more natural interaction that humans use in the real world Ubiquitous computing: smart devices, environments and interaction 54 54
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Augmented Reality (AR)
Electronic images are projected over the real world so that images of the real and virtual world are combined. VR considered as a subset of AR? Early E.g. head-mounted display by Sutherland (1968). Similar systems are in use today in types of military aircraft. Ubiquitous computing: smart devices, environments and interaction 55 55
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Telepresence & Telecontrol
Telepresence allow a person in 1 local environment to: ?? . Telecontrol refers to the ability of a person in 1 place to ??? Ubiquitous computing: smart devices, environments and interaction 56 56
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition and Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 57 57
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Conventional Design versus HCD
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Conventional Functional System Design
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Human Centred Design (HCD)
Focus on types of UbiCom System & environments: Need to make the type of user explicit: human users In contrast, automatic / autonomous systems Ubiquitous computing: smart devices, environments and interaction 60 60
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Human Centred Design (HCD)
ISO standard human centred design life-cycle involves 4 main sets of activities: Define context of use Specify stake-holder and organisational requirements Multiple alternative (UI) designs need to be built. Designs need to be validated against user requirements. Ubiquitous computing: smart devices, environments and interaction 61 61
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Human Centred Design (HCD)
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A Fuller Range of System & User Requirements / Use Contexts
HCD System & User requirements -> Wider requirements than back-end functional requirements HCD Methodologies are a powerful way to get the wide range of environment requirements & use contexts for UbiCom systems What is the fuller ranges of UbiCom / HCD requirements? Ubiquitous computing: smart devices, environments and interaction 63 63
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A Fuller Range of System & User Requirements / Use Contexts
??? Physical Environment Users Types Task & goals User interface Social Usability & User experience: Usability: User experiences Ubiquitous computing: smart devices, environments and interaction 64 64
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HCD: Use Context / Requirements
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HCD: Usability as a User Requirement
Usability is defined as ?? Usability is not a single, one-dimensional property of a user interface. Usability is a combination of factors. ISO explicitly mentions no. of factors ??? These usability factors can often be expanded further sub- properties, Ubiquitous computing: smart devices, environments and interaction 66 66
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Ubiquitous computing: smart devices, environments and interaction
HCD: Stake-Holders End-user is obvious stake-holder in HCD Design Who are the other stake-holders in the personal memory scenario? Are there additional stake-holder requirements? Ubiquitous computing: smart devices, environments and interaction 67 67
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HCD: Acquiring User Context/User Requirements
Several dimensions for get user requirements during HCD life-cycle In Controlled conditions (Lab) vs. in the field Direct user involvement (e.g., interview, questionnaire) vs. indirect (e.g., observations) Individual users vs. user groups, HCI / domain experts vs. predictive user models (no users) Ubiquitous computing: smart devices, environments and interaction 68 68
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HCD: Methods to Acquire User Requirements
Which Methods? ????? Analysis of data gathered depends on: Amount of time, level of detail, uncertainty etc Knowledge the analysis requires Ubiquitous computing: smart devices, environments and interaction 69 69
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Usability Requirements & Use Contexts Examples
For each of the scenarios in chapter 1, e.g., the personal video memories, define the use context and usability requirements. Ubiquitous computing: smart devices, environments and interaction 70 70
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HCI / HCD versus User Context Awareness
Are these the same or similar concepts? See User context awareness (Chapter 7) See HCI / HCD (Chapter 5) Ubiquitous computing: smart devices, environments and interaction 71 71
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HCD: System Model for Users vs. Users’ Model of System
What model of the system does it project to the user? What model does the user have of the system? What if these models differ? Ubiquitous computing: smart devices, environments and interaction 72 72
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HCD Design: Conceptual Models & Mental Models
Amazing number of everyday things & objects ???? Very challenging for people to learn to operate and understand many devices of varying degrees of complexity if the interaction with each of them is unique. Complexity of interacting with new machines cm be reduced. How? Ubiquitous computing: smart devices, environments and interaction 73 73
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HCD Design: Conceptual Models
Discuss some example conceptual models Ubiquitous computing: smart devices, environments and interaction 74 74
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HCD Design: Affordances
Complexity of interacting with new systems is reduced if: they have parts that provide strong clues on how to operate themselves. These are referred to as affordances What are examples of physical UI affordances? Ubiquitous computing: smart devices, environments and interaction 75 75
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HCD Design: Virtual Affordances
Many analogue physical objects being replaced by virtual computer UIs Virtual UI affordances are being increasing important. How to design virtual UI affordances? Can link virtual objects or widgets in it to related & familiar physical world objects Challenges in linking widgets to familiar physical objects? Ubiquitous computing: smart devices, environments and interaction 76 76
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HCD: Multiple Prototype Designs
Example: Consider PVM Scenario (Chapter 1) What type of design? Is there only 1 type of design for recording / playing / transmitting multimedia? ? Consider the requirements: Ubiquitous computing: smart devices, environments and interaction 77 77
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Ubiquitous computing: smart devices, environments and interaction
HCD: Evaluation Summative versus Formative Evaluation Summative Conventional To verify Design Formative HCD Ubiquitous computing: smart devices, environments and interaction 78 78
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HCD: System Evaluation Methods
Can use similar techniques to gathering user requirements. Ubiquitous computing: smart devices, environments and interaction 79 79
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 80 80
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User Modelling: Design Choices
Implicit vs. explicit models User instance (Individual) modelling versus user (stereo)type modelling Static versus dynamic user models Generic versus application specific models Content-based versus collaborative user models Ubiquitous computing: smart devices, environments and interaction 81 81
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User Modelling Design: Implicit vs. Explicit models
Systems can either use Explicit feedback Implicit feedback Often these can be combined to improve the user model. Hybrid user models may also be used. Stereotype user model to reduce individual user values by trying to suggest default values from matching user stereotypes. Ubiquitous computing: smart devices, environments and interaction 82 82
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Indirect User Input and Modelling
Context Aware user models Use history of previous interactions Personalise user input to filter user selections of contents and Services Use context values such as location, entity, activity and time. And understand the current situation. Ubiquitous computing: smart devices, environments and interaction 83 83
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Direct User Input and Modelling
User requirements & user model built using: Single-shot versus Multi-shot user input Static versus Dynamic input Ubiquitous computing: smart devices, environments and interaction 84 84
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Ubiquitous computing: smart devices, environments and interaction
User Stereotypes Past user interactios and predict user attribute values with confidence. Stereotype: infers user model from small number of facts using a larger set of facts from a group user model. Design challenge when user who may not fit a stereotype and dealing with too many inputs or incomplete inputs. Ubiquitous computing: smart devices, environments and interaction 85 85
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Modelling Users’ Planned Tasks and Goals
Users often interact purposely with a system in a task- driven way, to achieve a particular goal. Several ways to analyse and model user tasks: Hierarchical Task Analysis or HTA Etc Ubiquitous computing: smart devices, environments and interaction 86 86
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HCD: Functional Requirements
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Multiple User Tasks and Activity Based Computing
Use tasks as part of activities that require access to services across multiple devices, Devices can be used by different types of people Users are engaged in multiple concurrent activities Users are engaged in activities which may occur across multiple physical environments, Activities may be shared between participants Activities on occasion need to be suspended and resumed. Ubiquitous computing: smart devices, environments and interaction 88 88
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Situation Action versus Planned Action Models
2 basic approaches to task design Planned actions: Pre-Planning HTA Analysis Situated action: Assessment at each step what the optimum next local action is that bring user nearer to his or her goal. Ubiquitous computing: smart devices, environments and interaction 89 89
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 90 90
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Ubiquitous computing: smart devices, environments and interaction
iHCI iHCI Model Characteristics User Context Awareness Intuitive and Customised Interaction Personalisation Affective Computing iHCI Design Heuristics and Patterns Ubiquitous computing: smart devices, environments and interaction 91 91
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Ubiquitous computing: smart devices, environments and interaction
Types of User Model Several related terms & kinds of user model are differentiated User Models Personal Profiles User contexts Application / User requirements System Models Mental Models Conceptual Models Ubiquitous computing: smart devices, environments and interaction 92 92
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User Context Awareness
User context aware can be exploited to beneficially lessen the degree of explicit HCI needed. User context-awareness is a sub-type of general context- awareness (Chapter 7) User context-awareness can include: Social environment context Users’ physical characteristics and capabilities for HCI User presence in a locality or detected activity User identity (Section ). User planned tasks and goals (Section 5.6.4). Users’ situated tasks (Sections 5.6.5, 5.6.6). User emotional state (Section 5.7.5) Ubiquitous computing: smart devices, environments and interaction 93 93
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Intuitive and Customised Interaction
Are current computer systems dominated by MTOS based devices & use of desktop UI metaphor intuitive? E.g., ?? E.g., ?? E.g., etc Ubiquitous computing: smart devices, environments and interaction 94 94
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Intuitive and Customised Interaction
Moran & Zhai propose 7 principles to evolve desktop model into more intuitive model for UbiCom From Office Container to Personal Information Cloud From desktop to a diverse set of visual representations From Interaction with 1 device to interaction with many From Mouse & Keyboard to Interactions & modalities Functions may move from Applications to Services From Personal to Interpersonal to Group to Social From low-level tasks to higher level activities Ubiquitous computing: smart devices, environments and interaction 95 95
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Ubiquitous computing: smart devices, environments and interaction
Personalisation Personalisation: tailoring applications & services specifically to an individual’s needs, interests, preferences Adaptation of consumer product, electronic or written medium, based on person profile Applications of personalisation targeted marketing product & service customisation including information filtering CRM Ubiquitous computing: smart devices, environments and interaction 96 96
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Personalisation: Benefits
??? Ubiquitous computing: smart devices, environments and interaction 97 97
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Personalisation: Challenges (Cons)
??? Ubiquitous computing: smart devices, environments and interaction 98 98
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Ubiquitous computing: smart devices, environments and interaction
Personalisation Personalisation: a more complete model of user-context that is more reusable and persists: ???? 2 key issues: design of model so that it can be distributed and shared dynamic vs. static task-driven user preference contexts Ubiquitous computing: smart devices, environments and interaction 99 99
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Personalisation: Mechanisms
Instructors can add more slides about how personalisation mechanisms, e.g., recommender systems, work here or delete this slides Ubiquitous computing: smart devices, environments and interaction 100 100
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Affective Computing: Interactions using Users’ Emotional Context
Affective computing: computing relates to, arises from, or influences emotions. Applications include: ??? Design challenges for affective computing with those for: determining the user context developing more complex human-like intelligence models Ubiquitous computing: smart devices, environments and interaction 101 101
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Ubiquitous computing: smart devices, environments and interaction
Affective Computing Pickard (2003) identified six design challenges: Range & modalities of emotion expression is broad People’s expression of emotion is idiosyncratic & variable Cognitive models for human emotions are incomplete Sine qua non of emotion expression is the physical body but computers not embodied in the same way Emotions are ultimately personal and private No need to contaminate purely logical computers with emotional reactiveness Ubiquitous computing: smart devices, environments and interaction 102 102
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iHCI: Design Heuristics and Patterns
Many different higher-level HCI design usability / user experience criteria have been proposed by different HCI designers to promote good design of HCI interaction. Many different HCI heuristics (rules of thumb derived from experience) have proposed to support HCI criteria Specific guidance is needed to engineer UIs to comply with these usability & user experience HCI principles. UI design patterns can support HCI usability principles and then be mapped into lower-level more concrete design patterns Ubiquitous computing: smart devices, environments and interaction 103 103
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iHCI: Design Heuristics and Patterns
Example iHCI patterns include: Ubiquitous computing: smart devices, environments and interaction 104 104
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iHCI: Design Patterns & Heuristics
Instructors can propose many more examples here or delete this slide. Ubiquitous computing: smart devices, environments and interaction 105 105
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iHCI: Engineering iHCI Design Patterns
Can propose simplify design models along 2 dimensions that are interlinked Organisation / structural models versus time-driven interaction models Front-end / Presentation (UI) interaction versus back-end system actions that support this interaction Need to organise UI widgets or objects at UI Need to organise and link presentation to actions Need to design interaction with these widgets (see next slide as an example) Ubiquitous computing: smart devices, environments and interaction 106 106
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iHCI: Engineering iHCI Design Patterns
Image Search Ubiquitous computing: smart devices, environments and interaction 107 107
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Ubiquitous computing: smart devices, environments and interaction
Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 108 108
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Ubiquitous computing: smart devices, environments and interaction
Summary A human centred design process for interactive systems specifies four principles of design: the active involvement of users and a clear understanding of user and task requirements; an appropriate allocation of function between users and technology based upon the relative competence of the technology and humans; iteration is inevitable because designers hardly ever get it right the first time; a multi-disciplinary approach to the design. Human centred design life-cycle involves user participation throughout four main sets of activities: defining user tasks and the (physical, ICT) environment context; defining user and organisational requirements; iterative design prototyping and validation against the requirements. Ubiquitous computing: smart devices, environments and interaction 109 109
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Ubiquitous computing: smart devices, environments and interaction
Summary To enable humans to effectively interact with devices to perform tasks and to support human activities, systems need to be designed to support good models of user interfaces and processes of human computer interaction. Users can be modelled directly and indirectly. User task models can be modelled as task plans or as situated actions. iHCI design concerns three additional concerns: support for natural (human computer) interaction; user models including models of emotions which can be used to anticipate user behaviour and user context awareness including personalisation. Some design patterns and heuristics oriented towards iHCI are described. Ubiquitous computing: smart devices, environments and interaction 110 110
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