User Interface Technology Flashcards

1
Q

User Interfaces

A
  • The user inteface is the part of a system through which a user can interact, composed of software and/or hardware that supports input, output or both.
  • Not restricted to digital and interactive systems
  • Examples:
  • Graphical user interface (GUI) of any app or system,
    e.g. of search engine, or powerpoint
  • Voice user interface in a smart speaker (e.g. Alexa)
  • Buttons, switches, wheels and levers in a cockpit
  • Control panel of everyday devices,
    e.g. microwave oven, alarm cock, …
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2
Q

Human-Computer Input/Output

A
  • Input from the user to the system via sensors/controls
  • Output from the system via displays/actuators
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3
Q

Input Technologies

A
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4
Q

Examples of Input Tasks

A
  • Filling in a form
    • Pointing/selection, text input
  • Mobile food order
    • Media capture, pointing/selecting
  • Data-entry device (assignment 3)
    • Directly mapped controls
  • Whack-A-Mole (assignment 2)
    • Pointing/selection
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5
Q

Input devices

A
  • “An input device is a transducer from the physical properties of the world into the logical parameters of an application” (B.Buxton)
  • Keys, buttons, touch sensors - sensing discrete input
  • Pointing devices - sensing spatial input in one or more dimensions
  • Input devices can also be based on touchless sensing
    • Audio - for voice control
    • Video - e.g., mid-air gestures, facial expressions, …
    • Depth sensors - body interface, proxemic interaction
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6
Q

Control Interfaces

A
  • Conventional control interfaces
  • Input/controls: Buttons, knobs, pedals, …
  • Output/feedback: Lights, beeps, instruments
  • Physical: hard controls
  • Single-purpose
  • Separate input and output
  • Hard-wired control-display relationships
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7
Q

Computer Interfaces

A
  • Physical interface
    • Multi-purpose I/O devices
    • Keyboard, pointing device, microphone, camera
    • Displays, speaker, printer
  • Soft interface
    • Graphical controls and views
    • Rendered on physical display
    • Controlled with input devices
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8
Q

Hard versus soft interfaces

A
  • Hard controls: input distinct from output, rigid control-display mappings
  • Soft interfaces: blending input and output, flexible and dynamic control-display mappings, using general purpose input/output hardware
  • Device trends: fewer components, soft controls are cheaper and more flexible
  • Physicality remains important for many tasks and situations
    • e.g., faster typing, eyes-free input, industrial application, safety-critical
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9
Q

Soft interfaces

A
  • Soft interfaces transform possibilities for control and interaction
  • More controls in less space
  • Use of the same display space can instantly change during the interaction
  • Use the same physical input devices for any number of different controls
    • Small set of input events
    • What they control depends on the state of the interface at the time of input
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10
Q

Blending Input/Output

A
  • Soft interfaces blend the distinction between control and display
  • Soft controls are rendered on a display and have the properties of displays
  • Feedforward on available actions
    • Static labels, Preview on hover
  • Feedback on system status
    • e.g., Switch on/off, Position on scale
  • Feedback during the control action
    • e.g., continuous feedback in adjusting values on a scale
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11
Q

Control-Display Relationships

A
  • A control-display relationship is a mapping from input to output
  • Soft interfaces lead to complex control-display relationships
  • Every possible action on a soft control that produces a visible response is a control-display relationship
  • Soft controls can respond to different physical control events
    • Click, double-click, drag, shift-click, control-click, keyboard shortcut, …
  • Controls can trigger different responses (displays) depending on context
    • Different modes of the interface
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12
Q

Modes

A
  • Modes are different interpretations of the user input by the system, depending on the state of the interface
  • Same input, different results
    • Caps Lock switches keyboard mode
    • Modes in camera app change effect of shutter button
    • Language modes in text entry effect prediction
  • Modeless interfaces
    • same user input will have the same result
    • regardless of the system state
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13
Q

Usability of Modes

A
  • Modes solve the problem of supporting more
    functions than there are controls
  • e.g. Photoshop:
    • mouse input in different modes
    • switched by selecting tools (brush, eraser, …)
    • cursor shape to provide feedback on mode
  • Usability issues
    • Hard to discover how modes are switched
    • Not clear what the current mode is
    • Common with hard control interfaces (appliances)
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14
Q

Mode errors

A
  • Mode errors occur when the user is not
    aware of the current mode
  • Example: Airbus-320 crash, Strasbourg 1991
  • Modes for specifying descent as FPA (angle) or VS (vert. speed)
  • Pilot input “-3.3” assuming FPA mode (same as 800 ft/min)
  • But the control was in VS mode, with the input interpreted as -33 x 100 feet/min
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15
Q

Pointing devices

A
  • Pointing devices enable input of spatial data, for a wide range of tasks
    • Object selection, positioning, manipulation, drawing, quantifying input, …
  • Pointing devices are characterized by:
    • Continuous sensing in motor space (= input space)
    • Continuous mapping of the sensed property to control a point in display space (= output space)
    • A specific control-display relationship defined by a transfer function
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16
Q

Devices and Technologies

A
  • “Classic” pointing devices for graphical user interfaces (2D)
    • Mouse for pointing on desktop computers
    • Touchpad for pointing on laptops
    • Joystick on game controllers
    • Trackball (“mouse upside down”)
    • Pointing stick (trackpoint)
  • Touchscreen and stylus are also pointing devices (in addition to other functions)
  • Pointing devices for 3D environments (6 DOF)
  • Eye trackers for gaze pointing (accessibility), foot controls, …
  • Sensors in mobile devices (e.g. accelerometer, 3DOF), depth cameras (body input)
17
Q

Direct/Indirect Control

A
  • Direct-control: pointing directly on the display
    • Input space / motor space = output space
      (1:1 mapping)
      • Touchscreen (single-touch, multi-touch)
      • Passive stylus
      • Active stylus (sense pressure, tilt; button
        to mode switch)
  • Indirect-control: input space separate from the display
    • Motor space is separate from display (can
      have a gain factor)
    • Device representation by a marker/cursor
      on the display
      • e.g. Mouse, Touchpad, Graphics tablet
18
Q

Absolute / Relative Input

A
  • Input with indirect control devices can be classified as absolute or relative
  • Absolute mapping of input: a point in motor space corresponds to a point in the display space
  • e.g. Graphics tablet
  • Relative mapping: input is relative to the current position in display space
    • Can be performed from any position in motor space
    • Mouse (cannot sense absolute position, only displacement)
    • Touchpad (although it can absolute position)
19
Q

Control-display gain (CD gain)

A
  • Control-display gain is a scale factor in mapping input to movement on the display:
  • Example
    • Mouse moves 3cm and cursor moves 3cm: CD gain = 1.
    • Mouse moves 3cm and cursor moves 6cm: CD gain = 2.
  • Absolute input may be scaled with a fixed CD gain
  • Relative input can involve dynamic CD gain, based on a transfer function
20
Q

Transfer function

A
  • The transfer function describes the mapping of input from motor space to display space
  • Transfer functions for the mouse are highly
    optimized and non-linear
    • CD gain dependent on mouse acceleration
    • Increasing gain in the acceleration phase,
      for gross positioning
    • Reducing gain when the user decelerates,
      for fine positioning
21
Q

Property sensed

A
  • Isotonic controllers
    • Device is free moving: resistance is low and
      constant
    • Property sensed: displacement
  • Isometric controllers
    • Device does not move: infinite resistance
    • Property sensed: force
  • Elastic controllers
    • Resistance increases with displacement
    • Can sense displacement or force
22
Q

Order of control

A
  • The property sensed by an input device can be mapped to control position or velocity
  • Position control (= zero-order control)
    • Input mapped to position – how far the cursor moves
  • Rate control (= first-order control, or: velocity control)
    • Input mapped to speed – how fast the cursor moves
23
Q

Comparison of pointing devices

A
  • Touchscreens are fastest but least accurate
  • Mouse consistently found to be best for both speed and accuracy
  • Touchpad not as efficient but has lower acquisition time from the keyboard
  • Pointing stick not as efficient for very small
    movements but users can keep hands in keyboard home position
  • People with motor disabilities prefer joysticks or trackballs
    • location of the device remains fixed (easier
      reach, wheelchair mounting)
    • can be operated with small residual
      movements
  • Touch-sensitive devices require least force but that also increases risk of inadvertent input
24
Q

Pointing Devices - Key Points

A
  • Devices can be classified by how their input is mapped
    • Direct/indirect
    • Absolute/relative
    • Position-control/rate-control
    • Transfer function and CD Gain
  • All pointing devices have speed-accuracy trade-offs
    • They differ in how efficient they are for different tasks
    • For example, arrow keys better for nudging the cursor than the mouse,
      but not for moving the cursor across the screen