SE365 · Annotated SlidesLecture 4 — Interaction and Interfaces
Lecture 4 · Annotated slides

Interaction and Interfaces

Understanding the problem space (assumptions and claims), conceptual models and interface metaphors, the interaction types (instructing, conversing, manipulating, exploring, responding) and direct manipulation, then a tour of 20 interface types from command-based and WIMP to VR, mobile, speech, touch, tangible, wearable and brain–computer interfaces.

Slide text Study notes Highlight: key words Tips, tricks & traps Seen again elsewhere How it can come up
Slide 1: Slide 1
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    Overview

    • Understanding the problem space & conceptualizing design
    • Conceptual models
    • Interfaces metaphors
    • Interaction types
    • Interface types
    • Natural user interfaces (NUIs)
    • Which interface? Based on material from: Sharp, H., Preece, J. and Rogers, Y. (2019). Interaction Design Beyond Human-Computer Interaction. 5th Ed. Sussex: John Wiley & Sons Ltd.
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      Learning Outcomes

      • Explain what is meant by the problem space
      • Explain how to conceptualize interaction
      • Discuss the use of interface metaphors as part of conceptual model
      • Explain types of interfaces
      • Discuss other advance interfaces
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        Recap

        • HCI has moved beyond designing interfaces for desktop machines
        • About extending and supporting all manner of human activities in all manner of places
        • Facilitating user experiences through designing interactions
          • Make work effective, efficient and safer
          • Improve and enhance learning and training
          • Provide enjoyable and exciting entertainment
          • Enhance communication and understanding
          • Support new forms of creativity and expression
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          Slide 5: Understanding the Problem Space
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          1. Problem space: understand what you are designing and why before how; make assumptions and claims explicit.

          What is a Claim?

          • Stating something to be true when it is still open to question
            • e.g. “a multimodal style of interaction for controlling one that involves speaking while driving — is GPS — safe”
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          1. Assumption: something taken for granted that needs checking. Claim: something stated as true that is open to question.
          Slide 7: Activity: How will enabling robot waiters to speak to customers enhance their
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            Slide 8: What is the problem being addressed?
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              Slide 9: Working through assumptions
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                Slide 10: A Framework for Analyzing the Problem Space
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                  Slide 11: Activity: What are the assumptions & claims made about 3D TV?
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                    Assumptions and claims: how realistic?

                    • There was no existing problem to overcome
                      • what was being proposed was a new way of experiencing TV
                    • An assumption
                      • People would really enjoy the enhanced clarity and color detail provided by 3D
                    • A claim
                      • People would not mind paying a lot more for a new

                    3D-enabled TV screen because of the new experience

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                      Slide 13: Benefits of Conceptualizing
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                        From Problem Space to Design Space

                        • Having a good understanding of the problem space can help inform the design space
                          • e.g. what kind of interface, behaviour, functionality to provide
                        • But before deciding upon these it is important to develop a conceptual model
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                          Slide 15: Conceptual Models
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                          1. Conceptual model: a high-level description of how a system is organized and operates: metaphors, concepts, relationships, mappings.

                          First Steps in Formulating a

                          Conceptual Model

                          • What will the users be doing when carrying out their tasks?
                          • How will the system support these?
                          • What kind of interface metaphor, if any, will be appropriate?
                          • What kinds of interaction modes and styles to use?
                            • always keep in mind when making design decisions how the user will understand the underlying conceptual model
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                            Conceptual models

                            • Many kinds and ways of classifying them
                            • The best conceptual models are often those that appear
                              • obvious and simple
                              • the operations they support are intuitive to use
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                              Interface metaphors

                              • Interface designed to be similar to a physical entity but also has own properties
                                • e.g. desktop metaphor, web portals
                              • Can be based on activity, object or a combination of both
                              • Exploit user’s familiar knowledge, helping them to understand ‘the unfamiliar’
                              • Conjures up the essence of the unfamiliar activity, enabling users to leverage this to understand more aspects of the unfamiliar functionality
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                              1. Interface metaphor: uses familiar knowledge (desktop, shopping cart, cards) to help users understand.
                              🎯 How this can come up · 1 question
                              MCQ

                              An online "shopping cart" is an example of:

                              Slide 19: Interface Metaphors
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                                Slide 20: The card metaphor
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                                  Slide 21: Interface Metaphors (cont)
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                                    Slide 22: Interface Metaphors (cont)
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                                      Activity

                                      • Describe the components of the conceptual model underlying most online shopping websites, e.g.
                                        • Shopping cart
                                        • Proceeding to check-out
                                        • 1-click
                                        • Gift wrapping
                                        • Cash till
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                                        Slide 24: Interaction Types
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                                        1. Interaction types: instructing (commands), conversing (dialog), manipulating (direct manipulation), exploring (moving through space), responding (system takes the initiative).
                                        🎯 How this can come up · 2 questions
                                        MCQ

                                        Asking a voice assistant "What’s the weather?" is which interaction type?

                                        MCQ

                                        Dragging a file to the trash is:

                                        Slide 25: Interaction Types (cont)
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                                          Slide 26: Interaction Types (cont)
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                                            Slide 27: Interaction Types (cont)
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                                              Slide 28: Pros and cons of conversational model
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                                                Slide 29: Slide 29
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                                                  Interaction Types (cont)

                                                  • 3) Manipulating
                                                    • Involves dragging, selecting, opening, closing and zooming actions on virtual objects
                                                    • Exploit’s users’ knowledge of how they move and manipulate in the physical world
                                                    • Can involve actions using physical controllers (e.g. Wii) or air gestures (e.g. Kinect) to control the movements of an on screen avatar
                                                    • Tagged physical objects (e.g. balls) that are manipulated in a physical world result in physical/digital events (e.g. animation)
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                                                    Slide 31: Interaction Types (cont)
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                                                      Slide 32: Benefits of Direct Manipulation
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                                                      1. Direct manipulation (Shneiderman): visible objects, rapid reversible incremental actions, physical actions instead of commands. Easy to learn; can be slow for experts.

                                                      Disadvantages of Direct

                                                      Manipulation

                                                      • What are the disadvantages with DM?
                                                      • Some people take the metaphor of direct manipulation too literally
                                                      • Not all tasks can be described by objects and not all actions can be done directly
                                                      • Some tasks are better achieved through delegating
                                                        • e.g. spell checking
                                                      • Can become screen space ‘gobblers’
                                                      • Moving a mouse around the screen can be slower than pressing function keys to do same actions
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                                                        Slide 34: Interaction Types (cont)
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                                                          Slide 35: Slide 35
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                                                            Slide 36: Responding
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                                                              Which Conceptual Model is

                                                              Best?

                                                              • Direct manipulation is good for ‘doing’ types of tasks, e.g. designing, drawing, flying, driving, sizing windows
                                                              • Issuing instructions is good for repetitive tasks, e.g. spell-checking, file management
                                                              • Having a conversation is good for children, computer-phobic, disabled users and specialised applications (e.g. phone services)
                                                              • Hybrid conceptual models are often employed, where different ways of carrying out the same actions is supported at the interface - but can take longer to learn
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                                                                Conceptual Models:

                                                                Interaction and Interface

                                                                • Interaction type:
                                                                  • what the user is doing when interacting with a system, e.g. instructing, talking, browsing or other
                                                                • Interface type:
                                                                  • the kind of interface used to support the mode, e.g. speech, menu-based, gesture
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                                                                  Slide 39: Interface Types
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                                                                    1. Command-based

                                                                    • Early interfaces required the user to type in commands such as abbreviations (e.g. ls) typed in at the prompt to which the system responds (e.g. listing current files using a keyboard)
                                                                    • Some are hard wired at keyboard (e.g. delete, enter, undo); others can be assigned to keys (e.g. F11=print)
                                                                    • Efficient, precise, and fast
                                                                    • Large overhead to learning set of commands
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                                                                    1. Command-based: powerful and fast for experts; hard to learn (recall).
                                                                    Slide 41: Second Life command-based interface for visually impaired users
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                                                                      Research & design issues

                                                                      • Form, name types and structure are key research questions
                                                                      • Consistency is most important design principle
                                                                        • e.g. always use first letter of command
                                                                      • Command interfaces popular for web scripting
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                                                                        2a. WIMP

                                                                        • Xerox Star first WIMP -> rise to GUIs
                                                                        • Windows
                                                                          • could be scrolled, stretched, overlapped, opened, closed, and moved around the screen using the mouse
                                                                        • Icons
                                                                          • represented applications, objects, commands, and tools that were opened when clicked on
                                                                        • Menus
                                                                          • offering lists of options that could be scrolled through and selected
                                                                        • Pointing device
                                                                          • a mouse controlling the cursor as a point of entry to the windows, menus, and icons on the screen
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                                                                        1. WIMP: Windows, Icons, Menus, Pointer. GUI extends it with toolbars, dialog boxes, etc.
                                                                        Slide 44: Simple smartwatch menus with 1, 2 or 3 options
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                                                                          Slide 45: 2b. GUI
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                                                                            i - Window design

                                                                            • Windows were invented to overcome physical constraints of a computer display
                                                                              • enable more information to be viewed and tasks to be performed
                                                                            • Scroll bars within windows also enable more information to be viewed
                                                                            • Multiple windows can make it difficult to find desired one
                                                                              • listing, tabbing, iconizing, shrinking and thumbnails are techniques that help
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                                                                              Apple shrinking windows

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                                                                                Safari panorama window view

                                                                                Selecting a country from a scrolling window

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                                                                                  Slide 49: Is this method any better?
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                                                                                    Research & design issues

                                                                                    • Window management
                                                                                      • enables users to move fluidly between different windows (and monitors)
                                                                                    • How to switch attention between windows without getting distracted
                                                                                    • Design principles of spacing, grouping, and simplicity should be used
                                                                                    • Which terms to use for menu options (e.g. “Front” versus “bring to front”
                                                                                    • Mega menus easier to navigate than drop-down ones
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                                                                                      ii- Menus design

                                                                                      • Flat list - good for showing large number of options at the same time when display is small
                                                                                      • Drop down – show more options on same screen
                                                                                        • e.g. cascading
                                                                                      • Pop-up – when press command key for relevant options
                                                                                      • Contextual – provide access to often used commands associated with a particular item
                                                                                      • Collapsible – toggle between + and - icons on a header to expand or contract its contents
                                                                                      • Mega – all options shown using 2D drop-down layout
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                                                                                        Slide 52: Template for a Collapsible Menu
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                                                                                          Slide 53: A Mega Menu
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                                                                                            iii – Icon design

                                                                                            • Icons are assumed to be easier to learn and remember than commands
                                                                                            • Can be designed to be compact and variably positioned on a screen
                                                                                            • Now pervasive in every interface
                                                                                              • e.g. represent desktop objects, tools (e.g. paintbrush), applications (e.g. web browser), and operations (e.g. cut, paste, next, accept, change)
                                                                                            • GUIs now highly inviting, emotionally appealing and feel alive
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                                                                                              Icon Forms

                                                                                              • The mapping between the representation and underlying referent can be:
                                                                                                • similar (e.g., a picture of a file to represent the object file)
                                                                                                • analogical (e.g., a picture of a pair of scissors to represent ‘cut)
                                                                                                • arbitrary (e.g., the use of an X to represent ‘delete’)
                                                                                              • Most effective icons are similar ones
                                                                                              • Many operations are actions making it more difficult to represent them
                                                                                                • use a combination of objects and symbols that capture the salient part of an action
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                                                                                                Slide 56: 2 types of Icon Styles
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                                                                                                  Slide 57: Flat 2D Icons for Smartphone and Smartwatch
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                                                                                                    Research & design issues

                                                                                                    • There is a wealth of resources for creating icons
                                                                                                      • guidelines, style guides, icon builders, libraries, online tutorials
                                                                                                    • Text labels can be used alongside icons to help identification for small icon sets
                                                                                                    • For large icon sets (e.g. photo editing or word processing) can use the hover function
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                                                                                                      3. Multimedia

                                                                                                      • Combines different media within a single interface with various forms of interactivity
                                                                                                        • graphics, text, video, sound, and animations
                                                                                                      • Users click on links in an image or text -> another part of the program -> an animation or a video clip is played -> can return to where they were or move on to another place
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                                                                                                        3. Multimedia (cont)

                                                                                                        • Pros and Cons
                                                                                                          • Facilitates rapid access to multiple representations of information
                                                                                                          • Can provide better ways of presenting information than can any media alone
                                                                                                          • Can enable easier learning, better understanding, more engagement, and more pleasure
                                                                                                          • Can encourage users to explore different parts of a game or story
                                                                                                          • Tendency to play video clips and animations, while skimming through accompanying text or diagrams
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                                                                                                          Research & design issues

                                                                                                          • How to design multimedia to help users explore, keep track of, and integrate the multiple representations
                                                                                                            • provide hands-on interactivities and simulations that the user has to complete to solve a task
                                                                                                            • provide quizzes, electronic notebooks, and games
                                                                                                          • Several guidelines that recommend how to combine multiple media for different kinds of task
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                                                                                                            Slide 62: 4. Virtual Reality
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                                                                                                            1. VR: computer-generated immersive environments; presence; risk of motion sickness.

                                                                                                            4. Virtual Reality (cont)

                                                                                                            • Pros and Cons
                                                                                                              • Can have a higher level of fidelity with objects they represent compared to multimedia
                                                                                                              • Induces a sense of presence where someone is totally engrossed by the experience
                                                                                                                • “a state of consciousness, the (psychological) sense of being in the virtual environment” (Slater and Wilbur, 1999)
                                                                                                              • Provides different viewpoints: 1st and 3rd person
                                                                                                              • Head-mounted displays are uncomfortable to wear, and can cause motion sickness and disorientation
                                                                                                              • Lighter VR headsets now available (e.g. HTC Vive) with more accurate head tracking
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                                                                                                              Research & design issues

                                                                                                              • Much research on how to design safe and realistic VRs to facilitate training
                                                                                                                • e.g. flying simulators
                                                                                                                • help people overcome phobias (e.g. spiders, talking in public)
                                                                                                              • Design issues
                                                                                                                • how best to navigate through them (e.g. first versus third person)
                                                                                                                • how to control interactions and movements (e.g. use of head and body movements)
                                                                                                                • how best to interact with information (e.g. use of keypads, pointing, joystick buttons);
                                                                                                                • level of realism to aim for to engender a sense of presence
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                                                                                                                5. Information Visualization

                                                                                                                • Computer-generated interactive graphics of complex data
                                                                                                                • Amplify human cognition, enabling users to see patterns, trends, and anomalies in the visualization (Card et al, 1999)
                                                                                                                • Aim is to enhance discovery, decision-making, and explanation of phenomena
                                                                                                                • Techniques include:
                                                                                                                  • 3D interactive maps that can be zoomed in and out of and which present data via webs, trees, clusters, scatterplot diagrams, and interconnected nodes
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                                                                                                                  Research & design issues

                                                                                                                  • whether to use animation and/or interactivity
                                                                                                                  • what form of coding to use, e.g. color or text labels
                                                                                                                  • whether to use a 2D or 3D representational format
                                                                                                                  • what forms of navigation, e.g. zooming or panning,
                                                                                                                  • what kinds and how much additional information to provide, e.g. rollovers or tables of text
                                                                                                                  • what navigational metaphor to use
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                                                                                                                    Slide 67: 6. Web
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                                                                                                                      Usability VS Attractive?

                                                                                                                      • Vanilla or multi-flavor design?
                                                                                                                        • Ease of finding something versus aesthetic and enjoyable experience
                                                                                                                      • In your face ads
                                                                                                                        • Web advertising is often intrusive and pervasive
                                                                                                                        • Flashing, aggressive, persistent, annoying
                                                                                                                        • What is the alternative?
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                                                                                                                        Slide 69: Research & design issues
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                                                                                                                          Activity

                                                                                                                          • Look at the ballwatch.com website
                                                                                                                          • What kind of website is it?
                                                                                                                          • How does it contravene the design principles outlined by Veen?
                                                                                                                          • Does it matter?
                                                                                                                          • What kind of user experience is it providing for?
                                                                                                                          • What was your experience of engaging with it?
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                                                                                                                            7. Consumer electronics &

                                                                                                                            Appliances

                                                                                                                            • Everyday devices in home, public place, or car
                                                                                                                              • e.g. washing machines, remotes, photocopiers, printers and navigation systems)
                                                                                                                            • And personal devices
                                                                                                                              • e.g. MP3 player, digital clock and digital camera
                                                                                                                            • Used for short periods
                                                                                                                              • e.g. putting the washing on, watching a program, buying a ticket, changing the time, taking a snapshot
                                                                                                                            • Need to be usable with minimal, if any, learning
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                                                                                                                              Research & design issues

                                                                                                                              • Need to design as transient interfaces with short interactions
                                                                                                                              • Simple interfaces
                                                                                                                              • Consider trade-off between soft and hard controls
                                                                                                                                • e.g. buttons or keys, dials or scrolling
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                                                                                                                                Slide 73: 8. Mobile
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                                                                                                                                1. Mobile: small screens, touch, context of use; keep it simple, big targets.
                                                                                                                                Slide 74: Mobile Challenges
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                                                                                                                                  Slide 75: Simple or Complex?
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                                                                                                                                    Research & design issues

                                                                                                                                    • Mobile interfaces can be tricky and cumbersome to use for those with poor manual dexterity or ‘fat’ fingers
                                                                                                                                    • Key concern is designing for small screen real estate and limited control space
                                                                                                                                      • e.g. mobile browsers allow users to view and navigate the internet, magazines etc., in a more streamlined way compared with PC web browsers
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                                                                                                                                      9. Speech

                                                                                                                                      • Where a person talks with a system that has a spoken language application, e.g., timetable, travel planner
                                                                                                                                      • Used most for inquiring about very specific information, e.g. flight times or to perform a transaction, e.g. buy a ticket
                                                                                                                                      • Also used by people with disabilities
                                                                                                                                        • e.g. speech recognition word processors, page scanners, web readers, home control systems
                                                                                                                                      9. Speech
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                                                                                                                                      1. Speech interfaces: good for hands-busy situations; problems with recognition and long menus.

                                                                                                                                      Get me a human operator!

                                                                                                                                      • Most popular use of speech interfaces currently is for call routing
                                                                                                                                      • Caller-led speech where users state their needs in their own words
                                                                                                                                        • e.g. “I’m having problems with my voice mail”
                                                                                                                                      • Idea is they are automatically forwarded to the appropriate service
                                                                                                                                      • What is your experience of speech systems?
                                                                                                                                      Get me a human operator!
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                                                                                                                                        Format

                                                                                                                                        • Directed dialogs are where the system is in control of the conversation
                                                                                                                                        • Ask specific questions and require specific responses
                                                                                                                                        • More flexible systems allow the user to take the initiative:
                                                                                                                                          • e.g. “I’d like to go to Paris next Monday for two weeks.”
                                                                                                                                        • More chance of error, since caller might assume that the system is like a human
                                                                                                                                        • Guided prompts can help callers back on track
                                                                                                                                          • e.g. “Sorry I did not get all that. Did you say you wanted to fly next Monday?”
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                                                                                                                                          Research & design issues

                                                                                                                                          • How to design systems that can keep conversation on track
                                                                                                                                            • help people navigate efficiently through a menu system
                                                                                                                                            • enable them to easily recover from errors
                                                                                                                                            • guide those who are vague or ambiguous in their requests for information or services
                                                                                                                                          • Type of voice actor (e.g. male, female, neutral, or dialect)
                                                                                                                                            • do people prefer to listen to and are more patient with a female or male voice, a northern or southern accent?
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                                                                                                                                            Slide 81: 10. Pen
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                                                                                                                                              10. Pen (cont)

                                                                                                                                              • Pros and cons
                                                                                                                                                • Allows users to quickly and easily annotate existing documents
                                                                                                                                                • Can be difficult to see options on the screen because a user’s hand can occlude part of it when writing
                                                                                                                                                • Can have lag and feel clunky
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                                                                                                                                                Slide 83: 11. Touch
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                                                                                                                                                1. Touch: single and multi-touch gestures (swipe, pinch).

                                                                                                                                                Research & design issues

                                                                                                                                                • More fluid and direct styles of interaction involving freehand and pen-based gestures
                                                                                                                                                • Core design concerns include whether size, orientation, and shape of touch displays effect collaboration
                                                                                                                                                • Much faster to scroll through wheels, carousels and bars of thumbnail images or lists of options by finger flicking
                                                                                                                                                • More cumbersome, error-prone and slower to type using a virtual keyboard on a touch display than using a physical keyboard
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                                                                                                                                                  Slide 85: Slide 85
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                                                                                                                                                    Slide 86: 12. Air-based Gestures
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                                                                                                                                                      Slide 87: Home Entertainment
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                                                                                                                                                        Research & design issues

                                                                                                                                                        • How does computer recognize and delineate players’ gestures?
                                                                                                                                                          • Deictic and hand waving
                                                                                                                                                        • Does holding a control device feel more intuitive than controller free gestures?
                                                                                                                                                          • For gaming, exercising, dancing
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                                                                                                                                                          Slide 89: 13. Haptic
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                                                                                                                                                            Research & design issues

                                                                                                                                                            • Where best to place actuators on body
                                                                                                                                                            • Whether to use single or sequence of ‘touches’
                                                                                                                                                            • When to buzz and how intense
                                                                                                                                                            • How does the wearer feel it in different contexts?
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                                                                                                                                                              14. Multi-modal

                                                                                                                                                              • Multi-modal
                                                                                                                                                              • Meant to provide enriched and complex user experiences
                                                                                                                                                                • multiplying how information is experienced using different modalities, i.e. touch, sight, sound, speech
                                                                                                                                                                • support more flexible, efficient, and expressive means of human – computer interaction
                                                                                                                                                                • most common is speech and vision
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                                                                                                                                                                Slide 92: Tracking a Person’s Movements
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                                                                                                                                                                  Research & design issues

                                                                                                                                                                  • Need to recognize and analyse speech, gesture, and eye gaze
                                                                                                                                                                  • What is gained from combining different input and outputs
                                                                                                                                                                  • Is talking and gesturing, as humans do with other humans, a natural way of interacting with a computer?
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                                                                                                                                                                    15. Shareable

                                                                                                                                                                    • Shareable interfaces are designed for more than one person to use
                                                                                                                                                                      • provide multiple inputs and sometimes allow simultaneous input by co-located groups
                                                                                                                                                                      • large wall displays where people use their own pens or gestures
                                                                                                                                                                      • interactive tabletops where small groups interact with information using their fingertips
                                                                                                                                                                      • e.g. DiamondTouch, Smart Table and Surface
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                                                                                                                                                                        Research & design issues

                                                                                                                                                                        • More fluid and direct styles of interaction involving freehand and pen-based gestures
                                                                                                                                                                        • Core design concerns include whether size, orientation, and shape of the display have an effect on collaboration
                                                                                                                                                                        • Horizontal surfaces compared with vertical ones support more turn-taking and collaborative working in co-located groups
                                                                                                                                                                        • Providing larger-sized tabletops does not improve group working but encourages more division of labor
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                                                                                                                                                                          16. Tangible

                                                                                                                                                                          • Type of sensor-based interaction, where physical objects, e.g., bricks, are coupled with digital representations
                                                                                                                                                                          • When a person manipulates the physical object/s it causes a digital effect to occur, e.g. an animation
                                                                                                                                                                          • Digital effects can take place in a number of media and places or can be embedded in the physical object
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                                                                                                                                                                          1. Tangible interfaces: physical objects coupled with digital representations.
                                                                                                                                                                          Slide 98: Examples
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                                                                                                                                                                            Benefits

                                                                                                                                                                            • Can be held in both hands and combined and manipulated in ways not possible using other interfaces
                                                                                                                                                                              • allows for more than one person to explore the interface together
                                                                                                                                                                              • objects can be placed on top of each other, beside each other, and inside each other
                                                                                                                                                                              • encourages different ways of representing and exploring a problem space
                                                                                                                                                                            • People are able to see and understand situations differently
                                                                                                                                                                              • can lead to greater insight, learning, and problem-solving than with other kinds of interfaces
                                                                                                                                                                              • can facilitate creativity and reflection
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                                                                                                                                                                              Research & design issues

                                                                                                                                                                              • Develop new conceptual frameworks that identify novel and specific features
                                                                                                                                                                              • The kind of coupling to use between the physical action and digital effect
                                                                                                                                                                                • If it is to support learning then an explicit mapping between action and effect is critical
                                                                                                                                                                                • If it is for entertainment then can be better to design it to be more implicit and unexpected
                                                                                                                                                                              • What kind of physical artefact to use
                                                                                                                                                                                • Bricks, cubes, and other component sets are most commonly used because of flexibility and simplicity
                                                                                                                                                                                • Stickies and cardboard tokens can also be used for placing material onto a surface
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                                                                                                                                                                                Slide 101: 17. Augmented & Mixed Reality
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                                                                                                                                                                                1. AR overlays digital information on the real world; mixed reality blends both.
                                                                                                                                                                                🎯 How this can come up · 1 question
                                                                                                                                                                                MCQ

                                                                                                                                                                                Overlaying directions on a live camera view of the street is:

                                                                                                                                                                                Research & design issues

                                                                                                                                                                                • What kind of digital augmentation?
                                                                                                                                                                                  • When and where in physical environent?
                                                                                                                                                                                  • Needs to stand out but not distract from ongoing task
                                                                                                                                                                                  • Need to be able to align with real world objects
                                                                                                                                                                                • What kind of device?
                                                                                                                                                                                  • Smartphone, head up display or other?
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                                                                                                                                                                                  18. Wearable

                                                                                                                                                                                  • First developments were head- and eyewear-mounted cameras that enabled user to record what was seen and to access digital information
                                                                                                                                                                                  • Since, jewellery, head-mounted caps, smart fabrics, glasses, shoes, and jackets have all been used
                                                                                                                                                                                    • provide the user with a means of interacting with digital information while on the move
                                                                                                                                                                                  • Applications include automatic diaries, tour guides, cycle indicators and fashion clothing
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                                                                                                                                                                                    Slide 104: Google Glass: short-lived
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                                                                                                                                                                                      Research & design issues

                                                                                                                                                                                      • Comfort
                                                                                                                                                                                        • needs to be light, small, not get in the way, fashionable, and preferably hidden in the clothing
                                                                                                                                                                                      • Hygiene
                                                                                                                                                                                        • is it possible to wash or clean the clothing once worn?
                                                                                                                                                                                      • Ease of wear
                                                                                                                                                                                        • how easy is it to remove the electronic gadgetry and replace it?
                                                                                                                                                                                      • Usability
                                                                                                                                                                                        • how does the user control the devices that are embedded in the clothing?
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                                                                                                                                                                                        Slide 106: 19. Robots
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                                                                                                                                                                                          Drones

                                                                                                                                                                                          • Unmanned aircraft that are controlled remotely and used in a number of contexts
                                                                                                                                                                                            • e.g. entertainment, such as carrying drinks and food to people at festivals and parties;
                                                                                                                                                                                            • agricultural applications, such as flying them over vineyards and fields to collect data that is useful to farmers
                                                                                                                                                                                            • helping to track poachers in wildlife parks in Africa
                                                                                                                                                                                          • Can fly low and and stream photos to a ground station, where images can be stitched together into maps
                                                                                                                                                                                          • Can be used to determine the health of a crop or when it is the best time to harvest the crop
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                                                                                                                                                                                            Slide 108: Drone in vineyard
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                                                                                                                                                                                              Research & design issues

                                                                                                                                                                                              • How do humans react to physical robots designed to exhibit behaviors (e.g. making facial expressions) compared with virtual ones?
                                                                                                                                                                                              • Should robots be designed to be human-like or look like and behave like robots that serve a clearly defined purpose?
                                                                                                                                                                                              • Should the interaction be designed to enable people to interact with the robot as if it was another human being or more human-computer-like (e.g. pressing buttons to issue commands)?
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                                                                                                                                                                                                Slide 110: 20. Brain-computer
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                                                                                                                                                                                                  Slide 111: A brain-computer interface being used by a woman who is paralyzed to select letters on the screen
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                                                                                                                                                                                                    Natural User Interfaces (NUIs)

                                                                                                                                                                                                    • A NUI is one that enables user to interact with a computer in the same ways they interact with the physical world through using voice, hands & bodies
                                                                                                                                                                                                    • E.g. instead using a keyboard..
                                                                                                                                                                                                      • speak to machines
                                                                                                                                                                                                      • stroke their surfaces
                                                                                                                                                                                                      • gesture at them in the air
                                                                                                                                                                                                      • dance on mats that detect feet movements
                                                                                                                                                                                                      • Smile to get reaction
                                                                                                                                                                                                      • Etc..
                                                                                                                                                                                                    • But, how natural are NUIs?
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                                                                                                                                                                                                    1. Natural user interfaces (NUIs): interact with speech, gestures, touch as we do with the physical world.

                                                                                                                                                                                                    Which Interface?

                                                                                                                                                                                                    • Is multimedia better than tangible interfaces for learning?
                                                                                                                                                                                                    • Is speech as effective as a command-based interface?
                                                                                                                                                                                                    • Is a multimodal interface more effective than a monomodal interface?
                                                                                                                                                                                                    • Will wearable interfaces be better than mobile interfaces for helping people find information in foreign cities?
                                                                                                                                                                                                    • Are virtual environments the ultimate interface for playing games?
                                                                                                                                                                                                    • Will shareable interfaces be better at supporting communication and collaboration compared with using networked desktop PCs?
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                                                                                                                                                                                                    1. Choose the interface by the users, their tasks, context and the product’s goals, not by novelty.

                                                                                                                                                                                                    Which Interface? (cont)

                                                                                                                                                                                                    • Will depend on task, users, context, cost, robustness, etc
                                                                                                                                                                                                    • Mobile platforms taking over from PCs
                                                                                                                                                                                                    • Speech interfaces also being used much more for a variety of commercial services
                                                                                                                                                                                                    • Appliance and vehicle interfaces becoming more important
                                                                                                                                                                                                    • Shareable and tangible interfaces entering our homes, schools, public places, and workplaces
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                                                                                                                                                                                                      Summary

                                                                                                                                                                                                      • Important to have a good understanding of the problem space
                                                                                                                                                                                                      • Fundamental aspect of interaction design is to develop a conceptual model
                                                                                                                                                                                                      • Interaction modes and interface metaphors provide a structure for thinking about which kind of conceptual model to develop
                                                                                                                                                                                                      • Interaction styles are specific kinds of interfaces that are instantiated as part of the conceptual model
                                                                                                                                                                                                      • Many innovative interfaces have emerged post the WIMP/GUI era, including speech, wearable, mobile, brain and tangible
                                                                                                                                                                                                      • An important concern that underlies the design of any kind of interface is how information is represented to the user so they can carry out on-going activity or task
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