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1 Informal Tools for Multimodal, Context-based User Interface Design James A. Landay July 7, 1999 HCC Retreat http://guir.berkeley.edu
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2 Natural Tides of Innovation Time Integration Innovation Log R Mainframe Minicomputer Personal Computer Workstation Server 7/99 ?? Universal Computing
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3 Universal 1 : including or covering all or a whole collectively or distributively without limit or exception 2 a : present or occurring everywhere b : existent or operative everywhere or under all conditions 3 a : embracing a major part or the greatest portion (as of mankind) b : comprehensively broad and versatile 4 a : affirming or denying something of all members of a class or of all values of a variable b : denoting every member of a class 5 : adapted or adjustable to meet varied requirements (as of use, shape, or size)
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4 Powerful, personal capabilities from specialized devices *small, highly mobile or embedded in environment “Intelligence” + immense storage and processing in the infrastructure Everything connected Laptops, Desktops Specialized Devices Away From the “Average Device”
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5 HCI Challenges Universal computing devices will not have the same UI as “dad’s PC” *a wide range of devices -often w/ small or no screens & alternative I/O +e.g., pens, speech, vision -special purpose to particular applications +“information appliances” *lots of devices per user -all working in concert
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6 HCI Challenges (cont.) Design of good appliances will be hard *single device design is easy *hard to design the same “application” in a consistent manner across many devices -e.g., calendar app.: one speech based & one GUI based *hard to make different devices work together -which device is used when? -multiple UIs & modes/device, which to “display”? -building awareness of context of use into design is the key to some of these issues *multimodal input is assumed, but little design support for creating multimodal interfaces
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7 Our Approach Build *novel applications on existing appliances -e.g., NotePals on the Palm PDA & CrossPad *new information appliances Evaluate appliances in realistic settings Iterate *use the resulting experience to build -more interesting appliances -better design tools & analysis techniques
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8 Outline HCI Challenges for Universal Computing Multimodal interaction Why is building MM UIs hard? Best practices for designing GUIs Proposed approach to building MM UIs Using context to our advantage
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9 Multimodal Interaction When communicating with people we use more than one mode at a time! *gesture & speak *sketch & speak *etc. Computers would be easier to use and more useful if they also worked like this
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10 Benefits of Multimodal (MM) Interaction on Heterogeneous Devices Computers could be used in *more situations -when hands are full or vision used for something else *more places -e.g., walking, car, factory floor, etc. Interfaces would be easier to use *use innate perceptual, motor, & cognitive skills More people would be able to use computers *including users w/ vision or motor impairments MM UIs likely to become predominant
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11 Why is building MM UIs hard? Often require “recognition” technology *speech, handwriting, sketches, gesture, etc. Recognition technology is immature *finally “just good enough” *single mode toolkits just appearing now *no prototyping tools Hard to combine recognition technologies *still requires experts to build systems *few toolkits or prototyping tools! This was the state of GUIs in 1980
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12 Best Practices for Designing GUIs Iterative design Prototyping tools are key to this success Design Prototype Evaluate
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13 Early Stage UI Design Brainstorming *put designs in a tangible form *consider different ideas rapidly Incomplete designs *do not need to cover all cases *illustrate important examples Present several designs to client or design team No need at this stage for “coding”
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14 Prototyping Tools for Multimodal UI Design Should Support Iterative design methodology Informal techniques designers currently use in the early stage of UI design *sketching
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15 Prototyping Tools for Multimodal UI Design Should Support Iterative design methodology Informal techniques designers currently use in the early stage of UI design *sketching *storyboarding
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16 Prototyping Tools for Multimodal UI Design Should Support Iterative design methodology Informal techniques designers currently use in the early stage of UI design *sketching *storyboarding *“Wizard of Oz” Landay Dictation Machine |Um…. I’ll see you in the morning.
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17 Our Approach: Sketches, Models & Context-aware Design Tools Infer models from design “sketches”or other informal representations *model is an abstraction of apps UI design *model for representing contexts & UI implications Use models to *semi-automatically generate UIs on diverse platforms *dynamically adapt a particular appliance UI to changing context of use
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18 How to Specify Events We have a good idea how to for visual UIs *visually! But how about speech or gestures?
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19 Specifying Non-Visual Events How do designers do this now? *speech -scripts or grammars (advanced designers only) -flowcharts on the whiteboard -“Wizard of Oz” -> fake it! *gestures -give an example & then tell programmer what it does We can do the same by demonstration (PBD) *demonstrate example of act (e.g., speech) *demonstrate result *system infers program -just a prototype, so doesn’t have to be too general
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20 Specifying Non-Visual Events result of demonstrating a pen gesture for delete
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21 Combining the Visual & Non-Visual How do you see what the system inferred? *necessary for editing *generate a visual representation -flowchart seems like a start (common in speech UIs) +appropriate? what should it look like?
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22 Specifying Non-Visual Events Type: System Response Mode: Speech “Please name the departure city” Type: User Stimulus Mode: Speech DEP_CITY Type: System Response Mode: Speech “DEP_CITY departures arriving to which city?” Type: User Stimulus Mode: Speech ARR_CITY Type: Computation Lookup ARRIVAL_TIME in “flight times” using DEP_CITY, ARR_CITY Type: System Response Mode: Speech “The flight from DEP_CITY to ARR_CITY will arrive at ARRIVAL_TIME” A flowchart representing inferences made from the demonstration of a flight arrival time application
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23 Combining the Visual & Non-Visual How do you see what the system inferred? *necessary for editing *generate a visual representation -flowchart seems like a start (common in speech UIs)flowchart +appropriate? what should it look like? Combining visual & non-visual events *e.g., end-user dragging truck while saying “fast” *use a visual language that combines visual storyboard of GUI w/ flowchart for non-visual -VL better be simple...
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24 Supporting Heterogeneous Devices Consider sketches as an abstraction Infer a “model” from the sketches Use methods from model-based UI tools to *generate UIs for multiple devices *generate alternative modes for a single spec. on one device Hard problems *how to abstract? *how do you generate a “good” UI? -keep the designer in the loop
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25 Take Advantage of Context: Monitor Environment & Actions to Improve Interaction Which devices are present & available? *there is a wall display -> use it for my wearable -device discovery
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26 Take Advantage of Context: Monitor Environment & Actions to Improve Interaction What is the state of the user? *hands using tools -> use speech I/O & visual Out -tangible tools or vision processing Solution: UI design tools that understand context as well as multiple devices & modalities Which devices are present & available? *there is a wall display -> use it for my wearable -device discovery What is occurring in the environment? *people are talking -> don’t rely on speech I/O -speech sensing
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27 Design Goals Let designer’s rapidly produce “rough cuts” *doesn’t need to handle all cases Allow end user testing & fast modification Generate code that can help start UI for multiple devices *designer adds more detail & improves interaction *programmers add necessary code
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28 What We’ve Accomplished So Far Informal tools for UI design *sketch-based tools for GUI / Web design -built & tested 1st generation, building next gen. now
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29 What We’ve Accomplished So Far Informal tools for UI design *sketch-based tools for GUI / Web design -built & tested 1st generation, building next gen. now *informal tool for speech UI design -designed & implementation in progress
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30 What We’ve Accomplished So Far Informal tools for UI design *sketch-based tools for GUI / Web design -built & tested 1st generation, building next gen. now *informal tool for speech UI design -designed & implementation in progress Automatic generation of simple control UIs First cut designs for multimodal *UI design tool & appliance (SpeechCorder w/ ICSI) Experience w/ appliances & simple context *NotePals
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31 Take Home Ideas Universal Computing is about supporting people Success will require the design & evaluation of new appliances (device + app + UI) that *take advantage of natural modes of input -especially multimodal input! *take advantage of context *are used in realistic settings Experience, new architectures, and new tools will make this design problem easier
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32 Informal Tools for Multimodal, Context-based User Interface Design James A. Landay July 7, 1999 HCC Retreat http://guir.berkeley.edu
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33 Research Plan Finish implementation of informal tools *study usage (especially of speech UI design) *use results to design multimodal design tool Develop algorithms for extracting app model Build context-aware applications w/o tools *two testbeds to create & study -wirelessly networked PDAs in classroom/learning -extraction of tacit context using social networking *build taxonomy of contexts -how they should effect UI?
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34 Research Plan (Cont.) Implement tool for multimodal UI design *extract model & generates UI for 2 diverse platforms *uses simple context ques Develop algorithms for capturing context Evaluate usage (apps & tools) in target settings Extend multimodal UI design tool *generate multi-platform UIs that dynamically adapt -allow context to be fully integrated in decisions
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35 HCI Goals of Universal Computing Some of the roots of Universal Computing are in the ideas of Mark Weiser *Ubiquitous/Pervasive/Invisible/Calm Computing -“... does not live on a personal device of any sort [PDA or dynabook], but is in the woodwork everywhere.” -“you don’t want personal technology, you want personal relationships”
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36 HCI Goals of Universal Computing Some of the roots of Universal Computing are in the ideas of Mark Weiser *Ubiquitous/Pervasive/Invisible/Calm Computing -“... does not live on a personal device of any sort [PDA or dynabook], but is in the woodwork everywhere.” -“you don’t want personal technology, you want personal relationships” Universal Computing is about *supporting people’s tasks -most often includes working with other humans *making people’s lives easier -just creating ubiquitous technology does not solve this
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37 Computers Support Human-Human Communication (HHC) Design ideas Presentations E-mail Reports
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38 Force translations to formal representations *sometimes we want this (e.g., conference slides) *sometimes we don’t (e.g., creative tasks) Traditional Software Interfaces
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39 Traditional Representations Rigid and unambiguous *hard to mix (e.g., few tools support rough sketches) *warp perceptions of the viewer and user Increase time *encourage precision Inhibit creativity *“tunnel vision” “Put me in a room with a pad & a pencil and set me up against a hundred people with a hundred computers -- I’ll outcreate every goddamn sonofabitch in the room.” -- Ray Bradbury, Wired 6.10
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40 Informal Communications Styles Speaking Writing Gesturing Sketching Informal UIs do not immediately translate natural input, allowing users to work more naturally
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