Mod 1
Mod 1
1
Unit - 1 Basic of HCI
2
Introduction
• Systematic analysis of man machine interaction
• Man machine interaction – HCI -Term coined in 1980
• understanding people with specific tasks
• understanding people who design the system
• usage of computers and related devices seamless for everyday work
Intro(contd)
• Ingredients
• Users
• Computers
• Tasks to be accomplished
• Goals
• The system must support the users task with a focus on its usability
• Useful
• Usable
• Used
Introduction(Contd.)
• it is suitable for a specific task
• it is easy to use and, where appropriate, adaptable to the user’s
knowledge and experience
• it provides feedback on performance
• it displays information in a format and at a pace that is adapted to the
user
• it conforms to the ‘principles of software ergonomics’
Evolution of HCI
• Early computer (e.g. ENIAC, 1946)Improvement in H/W technology
(vacuum tube –transistor -IC) implied massive increase in computing
power
Evolution of HCI
• By mid 1950’s, researchers realized the need for VDU
• IBM100 – SAGE (semi automatic ground environment )
Evolution of HCI
• The development of the Sketchpad by Ivan Sutherland (1962)
Evolution of HCI
• Their group Augmentation Research Center at the SRI was
responsible for many of the interaction techniques and devices that
we now-a-days take for granted Introduced concept of word
processor, mouse
• Designed NLS (oNLine System) -1968
Evolution of HCI
• Direct Manipulation Ben Shneiderman coined the term in 1982
• First successful use of the idea in Apple Mac PC (1984)
• Common GUI operations (move, drag etc)Reduces the chances for
syntactic errors, learning for command line interfaces
• WYSIWYG (What You See Is What You Get)
Evolution of HCI
• HypertextThe idea was first articulated by Vannevar Bush (1945) in
”As we may think”The Memex system
• Ted Nelson coined the term hypertext (mid 1960’s) to denote the
non-linear structure of text (in the context of reading)Related terms:
hypermedia (1980’s)/multimedia
Evolution of HCI
• Computer supported cooperative work (CSCW)-1990’sComputer
networks in 1960’s
• Society/sociology comes into picture
• Groupware (CSCW systems built to support users working in a group)
• Computer mediated communication
Evolution of HCI
• Tim Berners –Lee (CERN, 1989) was the inventor of the most popular
application layer protocol (which we used synonymously with
networks)
• The year 1991 saw the first text based browser
• The first graphical browser (Mosaic) came in 1993
Evolution of HCI
• Ubiquitous computing –the most active research area in HCI nowThe
field originated from Mark Weiser’s vision, Xerox PARC, late 1980’s
• Sensor based/context aware computing (1990’s)
• Also known as pervasive computing
Key Players in HCI
•Users
⁃ Individual
⁃ group
⁃ sequence
•Computer
⁃ Desktop
⁃ Large-scale computer system
⁃ Non computerized parts
Key players(contd)
• Interaction
• Direct
• Dialog with feedback and control throughout the performance
of the task
• Indirect
• Batch processing or intelligent sensors controlling the
environment
• Users interacting with the computer in order to accomplish something
Definition
• Human-Computer Interaction (HCI) is a field of science that studies
the design and use of computer technology.
• HCI focus on interfaces between people and computers and how to
design, evaluate, and implement interactive computer systems that
satisfy the user.
• Colour
• made up of hue, intensity, saturation
• cones sensitive to colour wavelengths
• blue acuity is lowest
• 8% males and 1% females colour blind
Visual signal(contd)
• The visual system compensates for:
• movement
• changes in luminance.
• Context is used to resolve ambiguity
Visual signal(contd)
• Optical illusions sometimes occur due to over compensation
Optical Illusions
• Ponzo illusion Muller-lyer illusion
Reading
• Several stages:
• visual pattern perceived
• decoded using internal representation of language
• interpreted using knowledge of syntax, semantics,
pragmatics
• Increasing reaction time decreases accuracy in the unskilled operator but not in
the skilled operator.
Movement(contd)
• Fitts' Law describes the time taken to hit a screen target:
Mt = a + b log2(D/S + 1)
Where a and b are empirically determined constants, Mt is movement time,D is Distance,
S is Size of target
DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carniverous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
Models of LTM - Scripts
• Model of stereotypical information required to interpret situation
• Script has elements that can be instantiated with values for context
“John took his dog to the surgery. After seeing the vet, he left”
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
LTM - Storage of information
• rehearsal
• information moves from STM to LTM
interference
• new information replaces old: retroactive interference
• old may interfere with new: proactive inhibition
• Unreliable:
• can only prove false not true
… but useful!
7 E 4 K
If a card has a vowel on one side it has an even number on the other
Is this true?
• Unreliable:
• can lead to false explanations
Problem solving
• Process of finding solution to unfamiliar task using knowledge.
• Several theories.
• Gestalt
• problem solving both productive and reproductive
• productive draws on insight and restructuring of problem
• attractive but not enough evidence to explain `insight' etc.
• move away from behaviourism and led towards information processing theories
Problem solving (cont.)
Problem space theory
• problem space comprises problem states
• problem solving involves generating states using legal operators
• heuristics may be employed to select operators
e.g. means-ends analysis
• operates within human information processing system
e.g. STM limits etc.
• largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
Problem solving (cont.)
• Analogy
• analogical mapping:
• novel problems in new domain?
• use knowledge of similar problem from similar domain
• analogical mapping difficult if domains are semantically different
• Skill acquisition
• skilled activity characterized by chunking
• lot of information is chunked to optimize STM
• conceptual rather than superficial grouping of problems
• information is structured more effectively
Errors and mental models
Types of error
• slips
• right intention, but failed to do it right
• causes: poor physical skill, inattention etc.
• change to aspect of skilled behaviour can cause slip
• mistakes
• wrong intention
• cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
Emotion
• Various theories of how emotion works
• James-Lange: emotion is our interpretation of a physiological response to a stimuli
• Cannon: emotion is a psychological response to a stimuli
• Schacter-Singer: emotion is the result of our evaluation of our physiological responses, in the
light of the whole situation we are in
• Emotion clearly involves both cognitive and physical responses to stimuli
Emotion (cont.)
• The biological response to physical stimuli is called affect
• Affect influences how we respond to situations
• positive → creative problem solving
• negative → narrow thinking
“Negative affect can make it harder to do even easy tasks; positive affect can
make it easier to do difficult tasks”
• Implications for interface design
• stress will increase the difficulty of problem solving
• relaxed users will be more forgiving of shortcomings in design
• aesthetically pleasing and rewarding interfaces will increase positive affect
Individual differences
• long term
– sex, physical and intellectual abilities
• short term
– effect of stress or fatigue
• changing
– age
Ask yourself:
will design decision exclude section of user population?
Semantic information map
Semantic information map
Computer: Text Entry Devices
Typical Computer System
• various elements of a computer system that affects the
interaction
1. Input devices - text entry and pointing
2. Output devices - screen (small & large), digital paper
3. Virtual reality - special interaction and display devices
2
4. Physical interaction - e.g. sound, haptic, bio-sensing
5. Paper - as output (print) and input (scan)
6. Memory - RAM & permanent media, capacity &
access 1
7. Processing - speed of processing, networks
Batch processing
batch processing
• punched card stacks or large data files prepared
• long wait
• line printer output and if it is not right
• T9 predictive entry
• type as if single key for each letter
• use dictionary to ‘guess’ the right word
• hello = 43556 …
• but 26 -> menu ‘am’ or ‘an’
Handwriting Recognition
• Text can be input into the computer, using a pen and a digesting tablet
• natural interaction
• Technical problems:
• capturing all useful information - stroke path, pressure, etc. in a natural manner
• segmenting joined up writing into individual letters
• interpreting individual letters
• coping with different styles of handwriting
Speech recognition
• Improving rapidly
• Problems with
• external noise interfering
• imprecision of pronunciation
• large vocabularies
• different speakers
Positioning, Pointing And Drawing
• Mouse,
• Touchpad
• Trackballs,
• Joysticks
• Touch Screens
• Tablets Eyegaze,
• Cursors
The Mouse
• Handheld pointing device
• very common
• easy to use
• Two characteristics
• planar movement
• Buttons -(usually from 1 to 3 buttons on top,
used for making a selection, indicating an option, or
to initiate drawing etc.)
Mouse located on desktop
• requires physical space
• no arm fatigue
Relative movement only is detectable.
Movement of mouse moves screen cursor
Screen cursor oriented in (x, y) plane,
mouse movement in (x, z) plane
an indirect manipulation device.
• device itself doesn’t obscure screen, is accurate and fast.
• hand-eye coordination problems for novice users
Movement Detection
Two methods for detecting motion
• Mechanical
• Ball on underside of mouse turns as mouse is moved
• Rotates orthogonal potentiometers
• Can be used on almost any flat surface
• Optical
• light emitting diode on underside of mouse
• may use special grid-like pad or just on desk
• less susceptible to dust and dirt
• detects fluctuating alterations in reflected light intensity to
calculate relative motion in (x, z) plane
• some experiments with the footmouse
• controlling mouse movement with feet …
• not very common
• but foot controls are common elsewhere:
• car pedals
• sewing machine speed control
• organ and piano pedals
Touchpad
• small touch sensitive tablets
• ‘stroke’ to move mouse pointer
• used mainly in laptop computers
Thumbwheels
• for accurate CAD – two dials for X-Y cursor position
• for fast scrolling – single dial on mouse
Joystick and keyboard nipple
Joystick
• indirect
pressure of stick = velocity of movement
• buttons for selection
on top or on front like a trigger
• often used for computer games
aircraft controls and 3D navigation
Keyboard nipple
• for laptop computers
• miniature joystick in the middle of the keyboard
Touch-sensitive screen
• Detect the presence of finger or stylus on the screen.
• works by interrupting matrix of light beams,
capacitance changes or ultrasonic reflections
• direct pointing device
• Advantages:
• fast, and requires no specialised pointer
• good for menu selection
• suitable for use in hostile environment: clean and
safe from damage.
• Disadvantages:
• finger can mark screen
• imprecise (finger is a fairly blunt instrument!)
• difficult to select small regions or perform accurate drawing
• lifting arm can be tiring
Stylus and light pen
Stylus
• small pen-like pointer to draw directly on screen
• may use touch sensitive surface or magnetic detection
• used in PDA, tablets PCs and drawing tables
Light Pen
• now rarely used
• uses light from screen to detect location
BOTH …
• very direct and obvious to use
• but can obscure screen
Digitizing tablet
• Mouse like-device with cross hairs
• very accurate
- used for digitizing maps
Eyegaze
• control interface by eye gaze direction
• e.g. look at a menu item to select it
• uses laser beam reflected off retina
• … a very low power laser!
• mainly used for evaluation (ch x)
• potential for hands-free control
• high accuracy requires headset
• cheaper and lower accuracy devices available
sit under the screen like a small webcam
Cursor keys
• Four keys (up, down, left, right) on keyboard.
• Very, very cheap, but slow.
• Useful for not much more than basic motion for text-editing tasks.
• No standardised layout, but inverted “T”, most common
Discrete positioning controls
• in phones, TV controls etc.
• cursor pads or mini-joysticks
• discrete left-right, up-down
• mainly for menu selection
Display Devices
• Bitmap Screens (CRT & LCD)
• screen is vast number of coloured dots
• resolution and colour depth
• Resolution used (inconsistently) for
• number of pixels on screen (width x height)
• e.g. SVGA 1024 x 768, PDA perhaps 240x400
• density of pixels (in pixels or dots per inch - dpi)
• typically between 72 and 96 dpi
• Aspect ratio
• ration between width and height
• 4:3 for most screens, 16:9 for wide-screen TV
• Colour depth:
• how many different colours for each pixel?
• black/white or greys only
• 256 from a pallete
• 8 bits each for red/green/blue = millions of colours
Anti-aliasing
Jaggies
• diagonal lines that have discontinuities in due to horizontal raster scan process.
Anti-aliasing
• softens edges by using shades of line colour
• also used for text
Cathode ray tube
• Stream of electrons emitted from electron gun, focused and directed
by magnetic fields, hit phosphor-coated screen which glows
• used in TVs and computer monitors
Health hazards of CRT!
• X-rays: largely absorbed by screen (but not at rear!)
• UV- and IR-radiation from phosphors: insignificant levels
• Radio frequency emissions, plus ultrasound (~16kHz)
• Electrostatic field - leaks out through tube to user. Intensity
dependant on distance and humidity. Can cause rashes.
• Electromagnetic fields (50Hz-0.5MHz). Create induction currents in
conductive materials, including the human body. Two types of effects
attributed to this: visual system - high incidence of cataracts in VDU
operators, and concern over reproductive disorders (miscarriages and
birth defects).
Liquid crystal displays
• Smaller, lighter, and … no radiation problems.
• How it works …
• Top plate transparent and polarised, bottom plate reflecting.
• Light passes through top plate and crystal, and reflects back
to eye.
• Voltage applied to crystal changes polarisation and hence
colour
• N.B. light reflected not emitted => less eye strain
Special displays
Random Scan (Directed-beam refresh, vector display)
• draw the lines to be displayed directly
• no jaggies
• lines need to be constantly redrawn
• rarely used except in special instruments
small displays
beside
office doors
• how?
• small spheres turned
• or channels with coloured liquid
and contrasting spheres cross
• rapidly developing area section
virtual reality and 3D interaction
• positioning in 3D space moving and grasping
• seeing 3D (helmets and caves)
positioning in 3D space
• cockpit and virtual controls
• steering wheels, knobs and dials … just like real!
• the 3D mouse
• six-degrees of movement: x, y, z + roll, pitch, yaw
• data glove
• fibre optics used to detect finger position
• VR helmets
• detect head motion and possibly eye gaze
• whole body tracking
• accelerometers strapped to limbs or reflective dots and video processing
Pitch, Yaw and Roll
yaw
roll
pitch
3D displays
• desktop VR
• ordinary screen, mouse or keyboard control
• perspective and motion give 3D effect
• seeing in 3D
• use stereoscopic vision
• VR helmets
• screen plus shuttered specs, etc.
VR headsets
• small TV screen for each eye
• slightly different angles
• 3D effect
VR motion sickness
• time delay
• move head … lag … display moves
• conflict: head movement vs. eyes
• depth perception
• headset gives different stereo distance
• but all focused in same plane
• conflict: eye angle vs. focus
• conflicting cues => sickness
• helps motivate improvements in technology
simulators and VR caves
• scenes projected on walls
• realistic environment
• hydraulic rams!
• real controls
• other people
physical controls, sensors etc.
• special displays and gauges
• sound, touch, feel, smell
• physical controls
• environmental and bio-sensing
Dedicated Displays
• analogue representations:
• dials, gauges, lights, etc.
• digital displays:
• small LCD screens, LED lights, etc.
• head-up displays
• found in aircraft cockpits
• show most important controls depending on context
Sounds
• beeps, bongs, clonks, whistles and whirrs
easy-clean
smooth buttons
multi-function
control
large buttons
clear dials
tiny buttons
Environment and bio-sensing
• sensors all around us
• car courtesy light – small switch on door
• ultrasound detectors – security, washbasins
• RFID security tags in shops
• temperature, weight, location
• thermal printers
• special heat-sensitive paper
• paper heated by pins makes a dot
• poor quality, but simple & low maintenance
• used in some fax machines
Fonts
• Font – the particular style of text
Courier font
Helvetica font
Palatino font
Times Roman font
• ♣×∝≡↵ℜ€⊗↵~€ (special symbol)
• serif fonts
• helps your eye on long lines of printed text
• but sans serif often better on screen
Page Description Languages
• Pages very complex
• different fonts, bitmaps, lines, digitised photos, etc.
• Xerox PaperWorks
• glyphs – small patterns of /\\//\\\
• used to identify forms etc.
• used with scanner and fax to control applications
• more recently
• papers micro printed - like watermarks
• identify which sheet and where you are
• special ‘pen’ can read locations
• know where they are writing
memory
• optical disks
• use lasers to read and sometimes write
• more robust that magnetic media
• CD-ROM
- same technology as home audio, ~ 600
Gbytes
• DVD - for AV applications, or very large files
Blurring boundaries
• PDAs
• often use RAM for their main memory
• Flash-Memory
• used in PDAs, cameras etc.
• silicon based but persistent
• plug-in USB devices for data transfer
speed and capacity
• what do the numbers mean?
• some sizes (all uncompressed) …
• this book, text only ~ 320,000 words, 2Mb
• the Bible ~ 4.5 Mbytes
• scanned page ~ 128 Mbytes
• (11x8 inches, 1200 dpi, 8bit greyscale)
• digital photo ~ 10 Mbytes
• (2–4 mega pixels, 24 bit colour)
• video ~ 10 Mbytes per second
• (512x512, 12 bit colour, 25 frames per sec)
Compression
• reduce amount of storage required
• lossless
• recover exact text or image – e.g. GIF, ZIP
• look for commonalities:
• text: AAAAAAAAAABBBBBCCCCCCCC
10A5B8C
• video: compare successive frames and store
change
• lossy
• recover something like original – e.g. JPEG, MP3
• exploit perception
• JPEG: lose rapid changes and some colour
• MP3: reduce accuracy of drowned out notes
Storage formats - text
• ASCII - 7-bit binary code for to each letter and
character
• UTF-8 - 8-bit encoding of 16 bit character set
• RTF (rich text format)
- text plus formatting and layout information
• SGML (standardized generalised markup language)
- documents regarded as structured objects
• XML (extended markup language)
- simpler version of SGML for web applications
Storage formats - media
• Images:
• many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
• plus different compression techniques
(to reduce their storage requirements)
• Audio/Video
• again lots of formats :
(QuickTime, MPEG, WAV, etc.)
• compression even more important
• also ‘streaming’ formats for network delivery
methods of access
• large information store
• long time to search => use index
• what you index -> what you can access
• simple index needs exact match
• forgiving systems:
• Xerox “do what I mean” (DWIM)
• SOUNDEX – McCloud ~ MacCleod
• access without structure …
• free text indexing (all the words in a document)
• needs lots of space!!
Finite processing speed
• Designers tend to assume fast processors, and make interfaces more and more complicated
• But problems occur, because processing cannot keep up with all the tasks it needs to do
• cursor overshooting because system has buffered keypresses
• icon wars - user clicks on icon, nothing happens, clicks on another, then system responds and windows
fly everywhere
• Also problems if system is too fast - e.g. help screens may scroll through text much too rapidly to
be read
Moore’s law
• computers get faster and faster!
• 1965 …
• Gordon Moore, co-founder of Intel, noticed a pattern
• processor speed doubles every 18 months
• PC … 1987: 1.5 Mhz, 2002: 1.5 GHz
• similar pattern for memory
• but doubles every 12 months!!
• hard disk … 1991: 20Mbyte : 2002: 30 Gbyte
• baby born today
• record all sound and vision
• by 70 all life’s memories stored in a grain of dust!
The myth of the infinitely fast machine
Issues
• network delays – slow feedback
• conflicts - many people update data
• unpredictability
The internet
• history
• 1969: DARPANET US DoD, 4 sites
• 1971: 23; 1984: 1000; 1989: 10000
• common language (protocols):
• TCP – Transmission Control protocol
• lower level, packets (like letters) between
machines
• IP – Internet Protocol
• reliable channel (like phone call) between
programs
• on machines
• email, HTTP, all build on top of these