Chapter 4
Chapter 4
Imprecision Problem: users tend to favour animations and video clips and ignore
accompanying text and static diagrams.
▪ Where GUI cannot convey enough information without textual
Virtual reality and virtual environments
annotation.
Graphical simulations that create the illusion that the user is part of
Slow speed the environment - gives users the experience of operating in 3D
▪ Graphical presentation techniques are unsuitable if there are : environments
Relatively low-bandwidth communication facilities, or Low-quality Virtual objects can be very true to life.
presentation devices.
Users in a virtual environment have either a
▪ The performance problems need not relate directly to graphical
• First-person perspective - see environment through own eyes
processing.
• Third-person perspective - see environment through eyes of
Network delays may delay the presentation of results: Violates an avatar, an artificial representation of a real person
the rapid criteria for direct manipulation.
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[Link]-Based Interfaces
Advantages of Speech Interfaces
Graphical interfaces that are located on servers connected to the
Useful to people with disabilities.
internet and are accessed by users through web browsers.
Current technology allows more natural-sounding speech
Web design is restricted by the available bandwidth and the than early synthesised speech.
associated download time and still relies heavily on the use of text.
Expands the possibilities technology offers for children
Advantages of Web-Based Interfaces who cannot yet read.
Popular speech technology - routing. Companies use
Provides users with access to large volumes of information at the
automated speech system to enable users to reach one
click of a button (Sophisticated search engines such as Google, their services with the use of caller-led speech.
makes it easy to search for information on specific topics).
Users can articulate queries by using Google Voice or
Social Aspect :Allows people to connect quite easily with anybody Apple Siri.
anywhere in the world. Speech-based apps enable people to use them with their
However there’s issues (Disadvantages): mobile devices, which makes it more convenient than any
text-based entry.
▪ Large amounts of irrelevant information to search
Disadvantages of Speech Interfaces
through
Relatively difficult to develop.
▪ Many sources are not trustworthy.
May not be adaptable to different accents, voice pitches
4. Speech Interfaces and speech defects (lisping).
Allows the user to talk to a system that has the capacity to interpret They may misinterpret what the user says.
spoken language. Commonly used in systems that provide specific The voice response may sound unnatural.
information or perform a specific transaction
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[Link], Gesture and Touchscreen Interfaces Advantages of Pen, Gesture and Touchscreen
➢ Personal digital assistants (PDAs) come with a pen for making on-screen Interfaces
selections, writing notes or making freehand sketches. Objects can also be
manipulated by making swiping or stroking gestures. Increase speed and accuracy of input.
Pen-based interfaces Users use natural gestures to interact.
▪ Suitable for large displays Provide options for users who may have difficulty
▪ Personal digital assistants (PDAs)
using the mouse and keyboard.
Pen for making on-screen selections, writing notes or making sketches. Pens allows users to easily and quickly annotate
existing documents.
Objects can also be manipulated by making swiping or stroking gestures.
▪ Digital ink Children can write with a stylus on a tablet PC
without making too many spelling errors
Convert text written on PDA screen or tablet into digital text.
Gesture-based input
Disadvantages of Pen, Gesture and Touchscreen
Interfaces
▪ Involves camera capture and computer vision to detect arm and hand
gestures. The flow of interaction may be interrupted
▪ Makes sign language interpreting systems possible. Incorrect options may accidentally be chosen
▪ Latest systems use sensor technologies to detect touch, bend and speed Movement and handwriting may be misinterpreted.
Touchscreens On small screens such as a PDA, is that
▪ Allow users to manipulate screen objects with their fingers. handwritten notes can also be converted and saved
▪ Function by detecting presence and location of human touch and react on
as standard typeface text using a pen-based
finger tapping, swiping, flicking, pinching and pushing device.
▪ E.g. PETS (Personal Electronic Teller of Stories) is a tangible Aviation - show the real plane landing, taking off, and taxiing, and for poor
storytelling system that allows children to create their own interface – a weather conditions
soft, robotic toy. Advantages Augmented and Mixed-Reality Interfaces
More than one person can explore the interface together and objects can be • Enhance perception of the real world & support training and education
placed on top of, beside and inside each other. (simulators).
▪ Encourage different ways of representing and exploring a problems • Everyday graphical representations such as maps, can be overlaid with
space. additional dynamic information, such as with:
Disadvantages of Tangible Interfaces ▪ Fish finders
• Development costs
▪ AR apps can guide a person holding a phone while walking.
• Inaccurate mapping between actions and their effects Disadvantages Augmented and Mixed-Reality Interfaces
• Incorrect placement of digital feedback • The added information could become distracting
• Users may have difficulty to distinguish between the real and the virtual world
[Link] and Mixed-Reality Interfaces • Expensive systems
Virtual representations = superimposed on physical devices and objects
11. Wearable Interfaces
Mixed-reality environment = views of the real world are combined with views Involve input and output devices that are integrated with normal apparel
of a virtual environment.
such as headgear or goggles.
▪ Helpful in the detection of medical conditions Hands-on interactive simulations have also been incorporated
as part of multimedia learning environments.
• E.g. A sensor built into running shoes so their progress during a race can
be monitored Advantages of Multimedia Interface
Disadvantages of Wearable Interfaces Ability to facilitate rapid access to multiple representations of
• Uncomfortable because of their size and weight information.
• Restricted battery life ▪ Work well in digital libraries because they provide an
assortment of audio and visual materials on a certain topic.
[Link] Interfaces
[Link] Reality (VR)
• Implies the use of a combination of different media within a single interface,
namely graphics, text, video, sound and animation. • Uses computer-generated graphical simulations to create the
illusion of participation in a synthetic environment.
• Link the different combinations of media with other forms of interactivity. o
E.g. users can click on hotspot or link in an image or text that leads to • Refers to the experience of interacting with an artificial
another part of programme where user might find a video or animation. environment.
• Combining media and interactivity provides better ways of presenting • Widely used in retail and property sectors.
information and of doing it in different formats.
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Disadvantages of EARLY VR: Robots
• Users found head-mounted displays difficult to use and ▪ Computational devices that have the physical appearance and
uncomfortable to wear. behaviour of humans or animals.
• Caused motion sickness ▪ Can go into small or dangerous places or do manual repetitive tasks.
• Too expensive. ▪ Domestic robots can help in the house, and assist the disabled /
elderly to pick up objects from the floor or to cook meals.
Yet, VR headsets are now more affordable and more accurate
head tracking allows developers to create compelling games, ▪ Pet-like robots - developed to host events or act as a companion
movies, and virtual environments.
Drones
Advantage of Virtual Reality
▪ Unmanned aircraft controlled remotely
• Provide opportunities for new kinds of immersive experience by
enabling users to interact with objects and navigation in 3D ▪ Have become more affordable, accessible and easier to fly.
space. ▪ Used:
▪ 3D software toolkits make the programming of a virtual Entertainment industry to carry drinks and food around
environment easier.
Agriculture to fly over farm lands and vineyards to collect data,
• High fidelity of simulations of the real world compared to other
forms of graphic interfaces such as multimedia. ▪ Can fly very low and stream photos to a ground station where
images are stitched onto maps and then used to assist decision
making.
[Link] and Drone Interfaces ➢ Information Visualisation and Dashboard Interfaces
Enable users to move and steer a remote robot. Information visualisation (infoviz) : Computer- generated graphics of complex
data which are interactive and dynamic.
A prototype will use materials such as paper and • Sketching - More detailed sketches of the interface, including what the icons
cardboard rather than electronic screen material with will look like. Requires better drawing abilities than storyboards.
limited functionality, or only represent the functions but
not perform any. • Index cards
Advantages of Low-Fidelity Prototypes ▪ Each card represents a screen or an element of a task, and the user
can be taken through different sequences of these.
▪ Cheap and simple, and can be produced or
adapted very quickly • Wizard of Oz
▪ Useful if designers have just begun and still need ▪ A basic software-based prototype, but it still lacks functionality.
to explore different ideas.
▪ User uses it as if it had all the functionality - feedback provided by
Low-fidelity prototypes are not meant to become part of someone in a different room at a computer connected to the user’s
the real system – they are usually thrown away when computer.
they have served their purpose (or are kept for
sentimental reasons). High-Fidelity Prototypes
Resemble the final system - Usually use same materials that would be
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• Developed by modifying and integrating existing components – hardware and Conceptual Design
software
• Involves turning users’ needs and requirements into a conceptual
▪ Requires software tools and programming skills.
• Conceptual model, according to Preece:
▪ Windows programming languages, like Delphi and Visual Basic, are
powerful prototyping tools and can be used by someone with basic ▪ A “high-level description of how a system is organised and operates”
programming skills. • Described by Shneiderman as:
• Can gradually develop into the final product = evolutionary prototyping ▪ “transforming requirements into a conceptual model.”
• It is not a description of the interface but it gives an idea of what users can do
with a system and what concepts they need to be familiar with in order to use it.
▪ Prototypes is a way of getting the conceptual model of the intended
system right.
Principles by Preece to follow when doing the conceptual design:
• Keep an open mind but always think of the users and their context.
• Discuss the design ideas with all stakeholders as often as possible.
• Use low-fidelity prototyping to get quick feedback.
• Iterate and repeat the above until have the correct conceptual design.
Evaluation plays a major role in interaction design. Without some form of • Identifies errors
evaluation, it is impossible to know if the system satisfies the needs of the • Explains user behaviour.
users and to determine how well it fits the physical, social and organisational
context in which it will be used. • Should not directly interact with user in a way that can skew
results.
How to Evaluate
Idea = derive some measurable observations that can be analysed
• Can be done in laboratories or in the real-life environment where system
using statistical techniques - requires specialist skills in HCI.
will be used
• Usually supplemented with interviews and satisfaction questionnaires.
• Evaluation methods and the evaluation setting are closely linked.
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[Link] Studies Other evaluation techniques that can be combined with 3 main methods, or performed as part
of these methods are cooperative and scenario-based evaluation techniques.
• Evaluation done in natural settings / real environment – difficult to set up.
Cooperative Evaluation Techniques
• Aim is to understand what users do naturally and to examine how the
technology affects them in the real-life environment. Useful during the formative stages of design.
• The evaluator can be an: Less hypothesis-driven & good way of getting user feedback on partial implementations.
Outsider that observes and records what is happening, or Insider or The approach is extremely simple:
participant to experience impact of the technology first-hand.
▪ Evaluators sit with users while they work their way through a series of tasks.
• Subjects can be influenced by presence of researchers in working
environment. Occur in the working context or a quiet room away from shop floor.
• Avoids irritation that can be created by use of interviews and questionnaires. ▪ Designers use low-fidelity prototyping or partial implementations of final interface.
• Requires a considerable amount of skill ▪ Evaluators free to talk to users as they perform their tasks, but not distract them.
[Link] Evaluation ▪ If user requires help, designer should offer it and note down problems context
A heuristic evaluation that involves experts who use heuristics and ▪ Main point is that subjects should vocalise thoughts as they work with the system.
knowledge of typical users to predict usability problems, OR, ▪ Records of observations must be kept for analysis - notes or record sessions.
Walk-throughs where experts “walk through” typical tasks. Advantages
Users need not be present, and prototypes can be used in the evaluation. Low-cost technique that is very effective for providing rough-and-ready feedback. Users
Popular heuristics were designed for screen-based applications and are feel directly involved in the development process - Contrast with experimental approaches -
inappropriate for technologies like mobiles and computerised toys. users feel constrained by rules of testing