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Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 486: Human-Computer Interaction
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2 © Franz J. Kurfess Usage of the Slides these slides are intended for the students of my CPE/CSC 486 “Human-Computer Interaction” class at Cal Poly SLO ◆ some of them are based on the “Interaction Design” textbook ◆ www.id-book.com www.id-book.com ◆ if you want to use them outside of my class, please let me know (fkurfess@calpoly.edu)fkurfess@calpoly.edu ◆ some of them are based on other sources, which are identified at the bottom of the respective slide
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3 © Franz J. Kurfess Course Overview ❖ Introduction ❖ Cognitive Foundations ❖ Input-Output Devices ❖ Interaction Spaces ❖ Interaction Styles ❖ Interaction with Mobile Devices ❖ Speech-Based Interaction ❖ User Assistance ❖ Natural User Interfaces ❖ Case Studies ❖ Project Presentations
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4 © Franz J. Kurfess Chapter Overview Interaction with Mobile Devices ❖ Motivation ❖ Objectives ❖ Key Terms ❖ Summary
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5 © Franz J. Kurfess Sources ❖ Pen Lister: Mobile and Emerging Devices, 2009 see http://www.slideboom.com/presentations/115954/Mobile- Deviceshttp://www.slideboom.com/presentations/115954/Mobile- Devices ❖ Stephen Brewster: Multimodal Interaction, 2009 http://www.ukinit.org/sites/default/files/Steve%20Brewster.pdf http://www.ukinit.org/sites/default/files/Steve%20Brewster.pdf
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6 © Franz J. Kurfess Logistics ❖ Term Project mid-quarter project displays Thu, May 3 possibility of external visitors ❖ Research Activity status update
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7 © Franz J. Kurfess Agenda ❖ student presentations/papers discussion sign-up for those who already have a topic ❖ project: finalize teams, topics ❖ hand out: presentation/paper specifications
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8 © Franz J. Kurfess Evaluation Criteria ❖ recall important I/O devices and their properties ❖ recognition which of a list of I/O devices has certain properties ❖ analysis according to given criteria, how well does a device perform a certain task ❖ evaluation is a particular I/O device suitable for a certain task what is the performance of a device for a task criteria to measure performance
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9 © Franz J. Kurfess Shell’s Advocate ❖ In a mock debate with your neighbor, one person plays an advocate for command line interfaces (“shells”), the other for graphical user interfaces. Even if you’re not personally convinced that your position (e.g. as advocate of the shell) is the better one, you must do your best to defend it (“devil’s advocate”). As a starting point, you could use an exaggerated statement like “With today’s technology, shells are completely obsolete, and should not even be offered as alternatives to graphical user interfaces.”
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10 © Franz J. Kurfess Batch Systems ❖ Why were batch systems historically the first user interfaces for computers? ❖ Are there circumstances under which batch systems are still appropriate today?
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11 © Franz J. Kurfess Motivation
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12 © Franz J. Kurfess Objectives
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13 Mobile Devices Usage Capabilities Advantages Limitations
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14 © Franz J. Kurfess Mobile Devices - Usage ❖ often closer proximity to users with the user most of the time easy to carry ❖ often multi-purpose devices mobile phone, music player, camera, hand-held computer ❖ essential professional or personal device connectivity (phone, text messaging, email, Web) organization (calendar, to do list, contacts, directions) pleasure (music, photos, videos, e-books)
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15 © Franz J. Kurfess Mobile Devices - Capabilities ❖ I/O capabilities input control and navigation (buttons; no mouse; cursor keys or limited pointing device; touch screen; gyroscope or accelerometer) text (keyboard missing or small) speech (microphone/head set) output visual: small screen audio: small speaker, headphones haptic: vibration ❖ computational capabilities limited memory, processing ❖ connectivity wired (USB) wireless (cellular, Wi-Fi, Bluetooth, Infrared)
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16 © Franz J. Kurfess Mobile Devices - Advantages ❖ quick & easy access ❖ multiple functions in one device
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17 © Franz J. Kurfess Mobile Devices - Limitations ❖ input and output constraints buttons, keyboard, navigation screen size ❖ functional constraints available functions are often not very sophisticated ❖ proprietary or unusual interaction methods touch gestures, (virtual) keyboard arrangement ❖ synchronization with other devices computer, home phone, car, …
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18 © Franz J. Kurfess Device Categories ❖ Electronic Organizers ❖ PDAs ❖ Mobile Phones ❖ Smartphones ❖ Tablets
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19 © Franz J. Kurfess Functionality Overlap ❖ Phones directory ❖ PDAs calendar address book notes apps
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20 © Franz J. Kurfess Universal Device vs. Specialized Tools
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21 © Franz J. Kurfess Survival of Specialized Devices
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22 Interaction with Mobile Devices user needs and requirements task analysis interaction flow screen design prototyping evaluation
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23 Mobile Interaction Design Factors context interaction method format content source simplicity
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24 © Franz J. Kurfess Context ❖ mobile interaction is embedded in the real world users move may be involved in other tasks possibly involving hands may require attention by the user e.g. driving ❖ more challenging interaction experience users are less focused on the interaction with the device devices have more interaction constraints ❖ “head down” interaction
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25 © Franz J. Kurfess Content Source ❖ original server ❖ intermediate server with specific mobile formats
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26 © Franz J. Kurfess Interaction Method ❖ content transmission push pull prefetch
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27 © Franz J. Kurfess Format ❖ Web-generic ❖ mobile Web page ❖ mobile app
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28 © Franz J. Kurfess Simplicity ❖ Occam’s Razor the law of parsimony, economy or succinctness among competing hypotheses, select the one with the fewest assumptions offers the simplest explanation may not be the most accurate one ❖ Einstein on Simplicity “ Everything should be made as simple as possible, but not one bit simpler. ” Everything should be made as simple as possible, but not one bit simpler.
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29 Designing for Mobile Devices Users Usage Scenarios Purpose Constraints
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30 Output Constraints
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31 © Franz J. Kurfess Small Screen ❖ visibility constraints less display space (“screen estate”) ❖ interaction constraints number and size of buttons, menus, and other interaction elements more scrolling and paging visual cues to indicate more content ❖ mobility advantages device can be carried around device can be placed in a convenient position for interaction reading phone call
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32 © Franz J. Kurfess Readability ❖ Which text display is easier to read? The one in a few wide lines with a primarily horizontal arrangement, or the one arranged vertically?
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33 © Franz J. Kurfess Single Window Mode ❖ most mobile devices do not allow the display of multiple windows screen size constraints performance constraints interaction constraints ❖ consequences switching within or between applications is more cumbersome no simultaneous viewing comparisons correlations information transfer
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34 Input Constraints keyboard size, number of keys, arrangement of keys limited haptic feedback requires visual attention touch typing is much more challenging screen navigation simple for touch-based devices limited for others cursor keys, 4-way rocker switches pen inconvenient hand-writing recognition still somewhat problematic
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35 © Franz J. Kurfess Touch-Based Interaction
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36 Input Constraints keyboard screen navigation pen voice
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37 © Franz J. Kurfess Keyboard Constraints ❖ size, number of keys, arrangement of keys ❖ limited haptic feedback ❖ requires visual attention touch typing is much more challenging
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38 © Franz J. Kurfess Screen Navigation Constraints ❖ simple for touch-based devices ❖ limited for others cursor keys, 4-way rocker switches
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39 © Franz J. Kurfess Pen Constraints ❖ inconvenient ❖ hand-writing recognition still somewhat problematic
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40 © Franz J. Kurfess Voice Constraints ❖ audibility range ❖ background noise ❖ disturbance of others ❖ speech recognition
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41 © Franz J. Kurfess Design Guidelines for Mobile Devices 1. Reduce the amount of content. 2. Single column layout works best. 3. Adjust the navigation method. bread crumbs vs. menu top or bottom placement 4. Minimize text entry. 5. Consider multiple mobile versions. iPhone vs. iPad; touch vs. keyboard; computing power 6. Touchscreen or not? 7. Utilize built-in functionality. phone calls, localization, QR codes http://www.webcredible.co.uk/user-friendly-resources/web-usability/mobile-guidelines.shtml
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42 © Franz J. Kurfess Outlook: “Head Up” Interaction ❖ “hands-free” input gestures voice ❖ “eyes free” output sound and tactile feedback auditory widgets (“audicons”) alerts, meaningful sounds may be annoying for others unless ear/head phones are used tactile widgets (“tacticons”, “tactons”) vibrations surface variations requires direct contact with the user
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43 © Franz J. Kurfess Post-Test
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44 © Franz J. Kurfess Evaluation ❖ Criteria
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45 © Franz J. Kurfess Important Concepts and Terms ❖ batch system ❖ command-line interface ❖ contextual task analysis ❖ desktop ❖ direct manipulation ❖ forms ❖ full-screen interface ❖ goal ❖ graphical user interface (GUI) ❖ heuristic evaluation ❖ hierarchical menu ❖ human-machine interface ❖ intelligent agent ❖ interaction style ❖ menu ❖ mouse ❖ natural language ❖ networked menu ❖ system language ❖ task ❖ task analysis ❖ usability ❖ user-centered design ❖ user interface design ❖ user language ❖ user requirements ❖ What You See Is What You Get” (WYSIWYG) ❖ WIMP ❖ window
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46 © Franz J. Kurfess Chapter Summary
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47 © Franz J. Kurfess
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