Overview of Interaction Devices and Keyboard Layouts

 
Interaction Devices
 
Chapter 8
 
Tyler DeFoor, Daniel Lopez,
Matthew Molloy, Nicholas Smith,
Nicholas Wehrhan
 
Outline
 
Keyboard Layouts
Pointing Devices
Nonstandard Interaction and Devices
Speech and Auditory Interfaces
Displays
 
Keyboard Layouts
 
The Basics
 
The primary mode of data entry
High learning curve
Beginners at 1 keystroke
Average office worker at 5 keystrokes
Some reach up to 15 keystrokes
 
General Layouts
 
½ inch square keys
¼ inch spacing between keys
Slightly concave, matte material
Tactile and audio feedback very important
State indicators
 
General Layouts (continued)
 
Cursor movement keys
Diagonals are optional
Usually in an inverted-T
Movement performed with other keys
TAB, ENTER, SPACE
 
Keyboard Layouts - QWERTY
 
1870 Christopher Latham Sholes
Slowed down users
Meant to unjam keyboards
Puts frequently used letters apart
Most common  layout
 
Keyboard Layouts - Dvorak
 
Created in the 1920’s
Greatly reduced finger  travel
Very slow acceptance
Will usually take about 1 week to
readjust
 
Other Layouts
 
ABCDE
Keys in alphabetical order
Perfect for non-typists
Keypad
Argument between layouts
Phone or calculator style
 
orbiTouch
 
 
Phone Keyboards
 
Touchscreen keyboards rising
iPhone and Android slightly different
Many apps augment
Swiftkey popular
Learns from user
Predicts words in sentences
 
Other Text Input Methods
 
Dasher
Uses eye movement
Grafitti
Used on Palm Devices
 
Mechanical Keyboards
 
Uses mechanical switches
Smaller actuation force
Cherry MX main provider
Different switches for different things
Reds for gaming
Blue for typing
Browns in between
 
Pointing Devices
 
 
Overview of Pointing Devices
 
Interaction Tasks
Direct-Control
Indirect-Control
Comparison of Devices
 
Interaction Tasks
 
Selecting
Having the User choose from a set of items
Ex:
Traditional Menu selection
File Browsing and Directory Navigation
Position
Choosing a point in a 1, 2, or 3 Dimensional Space
Ex:
Resizing Windows
Dragging block of text or files within a GUI
Creating Drawings
 
Interaction Tasks (Cont’d)
 
Orient
Similar to positioning, Choosing position in 1, 2 or 3
dimensional space
Ex:
Rotate a symbol on the screen
Indicate direction of motion for camera positioning
Operation of robot arm
Path
User rapidly makes series of Position and Orient operations
Ex:
Curving line in a drawing program
Routing on a map
Instructions for Cloth Cutting machine
 
 
 
Interaction Tasks (Cont’d)
 
Quantify
Specifying a numberical value
Ex:
Setting real values within a range as parameter
Text
User Entering/Moving/Editing text within 2D space (screen)
Pointing device indicates the location of the
insertion/deletion/change
Ex:
Centering
Margin setting
Font sizes
Highlighting
 
 
 
Direct Control Pointing Devices
 
LIGHTPEN
Enables direct control by having user
directly point to what they want on
the screen
Incorporates button for user to “click”
when cursor is over what he/she
wants
Three Disadvantages
Part of the screen obscured
User’s hand had to leave keyboard
User had to pick up pen
 
 
 
Direct Control Pointing Devices (Cont’d)
 
Touch Screens
Allows direct contact with screen
Users lift finger of screen when done
with positioning
Produce varied displays to suit task
Critcisms
Fatigue
Hand Obscuring Screen
Imprecise pointing
Eventual Smudging of display
 
 
 
Indirect Pointing Devices
 
Mouse
Hands rests in a comfortable position
Buttons can be easily pressed
Precise positioning
Trackball
Implemented as rotating ball that moves a cursor
offers convenient and precision of touchscreen
3D Mouse
Great for navigating through multidimensional spaces on the
screen
 
 
Indirect Pointing Devices (Cont’d)
 
Joystick
Appealing for tracking purposes
Graphics Tablet
Touch-sensitive surface separate from the screen
Touchpad
Built-in near the keyboard that offers convenience
and precision, but keeps hands off the display
 
 
 
Touch++
 
Making pointing devices
more versatile and
available on different
surfaces
Fulfills 6 main goals of
pointing devices
 
Spherical Mouse
 
 
Comparing Pointing Devices
 
Human Factors:
Learning Curve
User Satisfaction
Position accuracy
Speed of motion (Fitts’ Law)
Cost
Durability
Space Requirements
Weight
Left vs Right Handed
Likelihood to cause repetitive injury
 
 
Nonstandard Interaction and
Devices
 
And Fitts’ Law!
Fitts’ Law
 
A model of human hand movement
Used as a predictive model of the time required to point at an object
Fitts noticed that the time required to complete hand movements was
dependent on the distance users had to move and the target size
Increasing distance between targets results in longer completion time
Doubling the distance does not double the completion time
Increasing a target’s size enables users to point it at quicker
Works best for adult users
Fitts’ Law (Cont’d)
 
MT = a + b * log
2
(D/W + 1)
Example
a = 300 ms
b = 200 ms/bit
D = 14 cm
W = 2 cm
Several different versions of Fitts’ law, but the above equation works well in
a wide range of situations
 
Nonstandard interaction and Devices
Multiple-touch Touchscreens
 
Allow a single user to use
both hands or multiple
fingers at once
Also allows multiple users to
work together on a shared
surface
More precise item selection,
zoom in or out
Bimanual Input
 
What is bimanual?
Can facilitate multitasking or compound tasks
The nondominant hand sets a frame of reference in which the dominant
hand operates in a more precise fashion.
Eye-trackers
 
Gaze-detecting controllers
User video-camera image recognition
“Midas-touch problem”
Mostly use for research and evaluation or aid for users with motor
disabilities
Multiple-Degree-of-Freedom Devices
 
Senses multiple
dimensions of spatial
position and orientation
Possible applications
include control over 3D
objects and virtual reality
 
Tangible User Interface
 
Allows someone to
interact with digital
information through a
physical environment
Other nonstandard interaction and Devices
 
 
Paper
Mobile Devices
Sensors
Haptic feedback
 
Speech and Auditory
Interfaces
 
The Dream
 
Hal Space Odyssey in  1968 set the precedent for the goal of Human computer
interaction through speech
A comparable SciFi example today Jarvis from Iron Man
The Truth is sobering compared to Science Fiction
Lately even Science fiction portrayals in movies
   
have shifted to more visual aspects (Ex: Jarvis)
 
Issues on the Human’s Side
 
Better interaction on low cognitive load and low error ideas
Hard to remember specific vocal commands
Limited speech compared to processing of hand/eye coordination
Planning and problem solving can proceed in parallel with hand/eye
coordination, but is more difficult to do while speaking
Short term memory is associated with vocal cognininess and is often referred
to as acoustic memory
 
Issues on the Computer's side
 
Multiply hardware VS a single display (Mic(s) and Speaker)
Unstable recognition across changing users, environments, and time
Slow compared to Displays or Visuals
Human Speech contains much context and interpretation
 
Then why Speech and Audio Interfaces?
 
Benefits people with disabilities
Success in telephones/cell phones
 Successful for simple tasks
Successful for human like touch on information
When speaker’s hands are busy
Mobility required
Speaker's eyes are occupied
Harsh or limited conditions or space
 
Bicycle Analogy
 
“It is great to use and has an important
role, but it can only carry a light load”
*In this day and age
 
Five Variants of Speech and
Audio Interfaces
 
1.
Discrete-Word recognition
2.
Continuous-speech Recognition
3.
Voice Information Systems
4.
Speech Generation
5.
Non-speech Auditory Interfaces
*All five can be combined in many ways
 
Discrete-word Recognition
 
What is Discrete-word Recognition?
 
Recognize specific individual words spoken by a specific person
Works 90% to 98% for 20 to 200 Vocabularies
Speaker-Dependent training, repeat multiple times for more accuracy but has
hard time with changing variables
Speaker-Independent training, no repetition but varies in accuracy due to no
base for interpretation
 
Success of Discrete-word Recognition
 
Successful in telephones/cell phones automated systems
Successful for simple instructions or when user is busy
Extremely Successful in toys
Low cost for lower quality speech chips and mic/speakers
Adds a personal touch
Errors have little serious repercussions
Errors can be brushed off as funny or a challenge
 
 
Improvements in  Discrete-word Recognition
 
Continuous-speech
Recognition
 
What is Continous-speech Recognition?
 
Continuous can be defined as ongoing speech with an interaction device (Hal or
Jarvis) without the need for the user to stop or dictate specific commands or
instructions
Can also take the form of continuous dictation from a user
Or can be used for scanning/deciphering a continuous form of audio for
interpretation
 
Issues with Continuous-speech Recognition
 
Diverse accents
Languages with different grammar implying different context and
interpretations
Variable Speaking rates
Dictation from a user needs to either have training or be prepared ahead of time
 
Success with Continuous-speech Recognition
 
Very helpful for dictation (taking into regard the issues as well)
Successful for scanning/interpreting continuous blocks of speech
Closed captioning
Radio
Courtroom proceedings
Lectures
Summaries of conversations
Simply put-Helpful for archiving speech into Text
 
Voice Information Systems
 
What are 
Voice Information Systems
?
 
Stored speech in audio forms
Also can be used as Interactive Voice Response (IVR) and can be combined
with Discrete-word Recognition or direct user input
Storage devices for audio recordings
Voicemails
Ipods/MP3 Players
Cellphones
 
Issues with 
Voice Information Systems
 
Slow response of Audio
Interactive Voice Response (IVR) have limited decision trees
Hard for user input such as a 12 key phone pad
Correct environment for successful use of information being voiced
 
Success with Voice Information Systems
 
Cheaper than hiring actual personal for audio interaction and more personal
Museum tours, interactive displays etc
Voice mail
Ability to leave messages, delete, and store messages
Audio devices
Ipod
Voice recorders
 
Speech Generation
 
What is Speech Generation?
 
A successful technology with wide spread consumer products and telephone
applications
Uses canned speech or predetermined speech segments
Examples:
Car Navigation (“Turn Right”)
Internet Services (“You’ve got mail”)
Utility-control (“Danger, Temperature Rising”)
Predetermined Text-to-Speech
 
Issues with 
Speech Generation
 
Novelty can wear off
Toys
Repetitive instructions
Privacy concerns
 Can be distracting for human-human interaction
Cockpits
Control rooms
Cars
 
When can it be useful?
 
Visual surrounding overload
Poor or Brightly lit areas
Vibration (to much to read text)
Or environments where it is unsuitable for visual displays
“Speech generation and digitized speech segments are usually preferable when
the messages are simple and short, deal with events in time, and require an
immediate response”
 
Huge Success with 
Speech Generation
 
Biggest success is text to speech for the blind
A staple for HCI for the blind
For navigating computers
Book readers
HTML for website Interfaces
 
Non-speech Auditory
Interfaces
 
What are Non-speech Auditory Interfaces?
 
Non-speech Auditory outputs include individual audio tones and more complex
information presented by combinations of sound and music
Early on was simple bell or beeps for examples such as paper being low or a
new message
Now ranges from notifications sounds to small audio clips
Sometimes referred to as “Earcons”
 
Issues with Non-speech Auditory Interfaces?
 
Can be distracting
Repetitive or annoying (could also be a pro)
Corny or overused
Up to user interpretation
 
Success of Non-speech Auditory Interfaces
 
Good for drawing attention
Annoying to stop a user from continuing task
No language barrier
Add Feedback to a device
Add a level submersion to interaction
Extremely helpful for the visually impaired
 
Uses for Non-speech Auditory Interfaces?
 
Earcons
Icon sounds when clicking
Audio integrated into actions
Alerts in control rooms
Kiosks
Commercial and home appliances
Notifications
Video Games
Adds realism to
Engages user
Emersion into environment
 
Non-speech Auditory Interfaces and Music
 
Touch Devices allow feedback to sound like real instruments
Mobile phone Piano keyboard
Instrument apps etc
MIDI controllers
Musical instrument digital interfaces
 
Displays
 
 
Displays
 
Displays have become the main source of feedback to the user.
Many important features
Physical Dimensions
Resolution
Number of available colors, color correctness
Luminance, contrast, glare
Power consumption
Refresh rate
Cost
Reliability
 
 
Features
 
Physical dimensions
Diagonal dimension and Depth
Measured in inches or millimeters
Until 2003, most monitors had a aspect ratio
4:3 width:height
Resolution
Number of pixels available
1980’s - 320x200
1990’s - 800x600
2009 - 1920x1080
2015 - 3840x2160
 
Features (cont.)
 
Color
RGB
Each pixel is composed of three of compounds called
   
phosphors surrounded by a black mask
256 shades each - 16,777,216
Luminance
Brightness of the monitor
Candelas per square meter (cd/m^2)
Contrast
Applies a scale factor(gain) to the RGB signals
It affects the luminance ( proportional to intensity)
 
Features (cont.)
 
Glare
Difficulty seeing because of the presence of bright light
Anti-glare screens
Power Consumption
19-72 watts
Refresh Rate
Number of times per second the display hardware updates its buffer
Different from frame rate
Refresh rate includes repeated drawing of identical frames
Frame rate measures how often a video source can feed an entire frame of new data
 
Features (cont.)
 
Cost
How much the monitor cost
Get what you pay for
Reliability
Performs according to its specifications
 
Types of Displays
 
Monochrome
Low cost
Raster-scan cathode-ray tube (CRT)
electron beam sweeping out lines of dots to form letters
refresh rates 30 - 70/sec
Liquid-Crystal (LCDs)
voltage changes influence the polarization of tiny capsules of liquid crystals
flicker-free
size of the capsules limits the resolution
 
Types of Displays (cont.)
 
Plasma panel
Rows of horizontal wires are slightly separated from vertical wires by small glass-enclosed
capsules of neon baes gases
Light-emitting diodes (LEDs)
Certain diodes emit light when a voltage is applied
Arrays of these small diodes can be assembled to display characters
 
Types of Displays (cont.)
 
Electronic ink
Paper like resolution
Tiny capsules with negatively and posterity charged particles
Braille
Pins provide output for the blind
 
Large Displays
 
Informational wall displays
Interactive wall displays
Multiple desktop displays
 
Mobile Displays
 
Used for brief tasks
Playing games, texting
Optimized for repetitive tasks
Web Browsing difficult
Good for linear reading, makes comparisons difficult
Compact overview
 
Heads-Up & Helmet Mounted Displays
 
Project information on a car or airplane window
Has to be partially silvered
Head mounted display (HMD) moves the image with the user
 
Thank you for listening!
 
Any Questions?
 
Slide Note

NOTE:I set up the Titles and my sections . if we follow how I did my section goes I think uniformity will be key. Let me know if you do not like how I have the presentation set up and we can change it-Nicholas Wehrhan

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Explore various interaction devices and keyboard layouts including QWERTY, Dvorak, ABCDE, orbiTouch, phone keyboards, and other text input methods like Dasher and Grafitti. Understand the basics of data entry, general keyboard layouts, and the evolution of input methods through different technologies and designs.

  • Interaction Devices
  • Keyboard Layouts
  • Input Methods
  • Technology Evolution
  • User Interfaces

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  1. Interaction Devices Chapter 8 Tyler DeFoor, Daniel Lopez, Matthew Molloy, Nicholas Smith, Nicholas Wehrhan

  2. Outline Keyboard Layouts Pointing Devices Nonstandard Interaction and Devices Speech and Auditory Interfaces Displays

  3. Keyboard Layouts

  4. The Basics The primary mode of data entry High learning curve Beginners at 1 keystroke Average office worker at 5 keystrokes Some reach up to 15 keystrokes

  5. General Layouts inch square keys inch spacing between keys Slightly concave, matte material Tactile and audio feedback very important State indicators

  6. General Layouts (continued) Cursor movement keys Diagonals are optional Usually in an inverted-T Movement performed with other keys TAB, ENTER, SPACE

  7. Keyboard Layouts - QWERTY 1870 Christopher Latham Sholes Slowed down users Meant to unjam keyboards Puts frequently used letters apart Most common layout

  8. Keyboard Layouts - Dvorak Created in the 1920 s Greatly reduced finger travel Very slow acceptance Will usually take about 1 week to readjust

  9. Other Layouts ABCDE Keys in alphabetical order Perfect for non-typists Keypad Argument between layouts

  10. orbiTouch

  11. Phone Keyboards Touchscreen keyboards rising iPhone and Android slightly different Many apps augment Swiftkey popular Learns from user Predicts words in sentences

  12. Other Text Input Methods Dasher Uses eye movement Grafitti Used on Palm Devices

  13. Mechanical Keyboards Uses mechanical switches Smaller actuation force Cherry MX main provider Different switches for different things Reds for gaming

  14. Pointing Devices

  15. Overview of Pointing Devices Interaction Tasks Direct-Control Indirect-Control Comparison of Devices

  16. Interaction Tasks Selecting Having the User choose from a set of items Ex: Traditional Menu selection File Browsing and Directory Navigation Position Choosing a point in a 1, 2, or 3 Dimensional Space Ex:

  17. Interaction Tasks (Contd) Orient Similar to positioning, Choosing position in 1, 2 or 3 dimensional space Ex: Rotate a symbol on the screen Indicate direction of motion for camera positioning Operation of robot arm Path User rapidly makes series of Position and Orient operations Ex:

  18. Interaction Tasks (Contd) Quantify Specifying a numberical value Ex: Setting real values within a range as parameter Text User Entering/Moving/Editing text within 2D space (screen) Pointing device indicates the location of the insertion/deletion/change Ex:

  19. Direct Control Pointing Devices LIGHTPEN Enables direct control by having user directly point to what they want on the screen Incorporates button for user to click when cursor is over what he/she wants Three Disadvantages Part of the screen obscured User s hand had to leave keyboard

  20. Direct Control Pointing Devices (Contd) Touch Screens Allows direct contact with screen Users lift finger of screen when done with positioning Produce varied displays to suit task Critcisms Fatigue Hand Obscuring Screen

  21. Indirect Pointing Devices Mouse Hands rests in a comfortable position Buttons can be easily pressed Precise positioning Trackball Implemented as rotating ball that moves a cursor offers convenient and precision of touchscreen 3D Mouse

  22. Indirect Pointing Devices (Contd) Joystick Appealing for tracking purposes Graphics Tablet Touch-sensitive surface separate from the screen Touchpad Built-in near the keyboard that offers convenience and precision, but keeps hands off the display

  23. Touch++ Making pointing devices more versatile and available on different surfaces Fulfills 6 main goals of pointing devices

  24. Spherical Mouse

  25. Comparing Pointing Devices Human Factors: Learning Curve User Satisfaction Position accuracy Speed of motion (Fitts Law) Cost Durability Space Requirements

  26. Nonstandard Interaction and Devices And Fitts Law!

  27. Fitts Law A model of human hand movement Used as a predictive model of the time required to point at an object Fitts noticed that the time required to complete hand movements was dependent on the distance users had to move and the target size Increasing distance between targets results in longer completion time Doubling the distance does not double the completion time Increasing a target s size enables users to point it at quicker Works best for adult users

  28. Fitts Law (Contd) MT = a + b * log2(D/W + 1) Example a = 300 ms b = 200 ms/bit D = 14 cm W = 2 cm Several different versions of Fitts law, but the above equation works well in a wide range of situations

  29. Nonstandard interaction and Devices

  30. Multiple-touch Touchscreens Allow a single user to use both hands or multiple fingers at once Also allows multiple users to work together on a shared surface More precise item selection, zoom in or out

  31. Bimanual Input What is bimanual? Can facilitate multitasking or compound tasks The nondominant hand sets a frame of reference in which the dominant hand operates in a more precise fashion.

  32. Eye-trackers Gaze-detecting controllers User video-camera image recognition Midas-touch problem Mostly use for research and evaluation or aid for users with motor disabilities

  33. Multiple-Degree-of-Freedom Devices Senses multiple dimensions of spatial position and orientation Possible applications include control over 3D objects and virtual reality

  34. Tangible User Interface Allows someone to interact with digital information through a physical environment

  35. Other nonstandard interaction and Devices Paper Mobile Devices Sensors Haptic feedback

  36. Speech and Auditory Interfaces

  37. The Dream Hal Space Odyssey in 1968 set the precedent for the goal of Human computer interaction through speech A comparable SciFi example today Jarvis from Iron Man The Truth is sobering compared to Science Fiction Lately even Science fiction portrayals in movies have shifted to more visual aspects (Ex: Jarvis)

  38. Issues on the Humans Side Better interaction on low cognitive load and low error ideas Hard to remember specific vocal commands Limited speech compared to processing of hand/eye coordination Planning and problem solving can proceed in parallel with hand/eye coordination, but is more difficult to do while speaking Short term memory is associated with vocal cognininess and is often referred to as acoustic memory

  39. Issues on the Computer's side Multiply hardware VS a single display (Mic(s) and Speaker) Unstable recognition across changing users, environments, and time Slow compared to Displays or Visuals Human Speech contains much context and interpretation

  40. Then why Speech and Audio Interfaces? Benefits people with disabilities Success in telephones/cell phones Successful for simple tasks Successful for human like touch on information When speaker s hands are busy Mobility required Speaker's eyes are occupied

  41. Bicycle Analogy It is great to use and has an important role, but it can only carry a light load *In this day and age

  42. Five Variants of Speech and Audio Interfaces 1.Discrete-Word recognition 2.Continuous-speech Recognition 3.Voice Information Systems 4.Speech Generation 5.Non-speech Auditory Interfaces

  43. Discrete-word Recognition

  44. What is Discrete-word Recognition? Recognize specific individual words spoken by a specific person Works 90% to 98% for 20 to 200 Vocabularies Speaker-Dependent training, repeat multiple times for more accuracy but has hard time with changing variables Speaker-Independent training, no repetition but varies in accuracy due to no base for interpretation

  45. Success of Discrete-word Recognition Successful in telephones/cell phones automated systems Successful for simple instructions or when user is busy Extremely Successful in toys Low cost for lower quality speech chips and mic/speakers Adds a personal touch Errors have little serious repercussions Errors can be brushed off as funny or a challenge

  46. Improvements in Discrete-word Recognition

  47. Continuous-speech Recognition

  48. What is Continous-speech Recognition? Continuous can be defined as ongoing speech with an interaction device (Hal or Jarvis) without the need for the user to stop or dictate specific commands or instructions Can also take the form of continuous dictation from a user Or can be used for scanning/deciphering a continuous form of audio for interpretation

  49. Issues with Continuous-speech Recognition Diverse accents Languages with different grammar implying different context and interpretations Variable Speaking rates Dictation from a user needs to either have training or be prepared ahead of time

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