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Interfaces Beyond HCI Objectives Provide an overview of the many different kinds of interfaces. Highlight the main design and research considerations for each of the interfaces. Discuss what is meant by a natural user interface (NUI). Consider which interface is best for a...

Interfaces Beyond HCI Objectives Provide an overview of the many different kinds of interfaces. Highlight the main design and research considerations for each of the interfaces. Discuss what is meant by a natural user interface (NUI). Consider which interface is best for a given application or activity 1. Intro Give you an overview of the diversity of interfaces that can be developed for different environments, people, places, and activities. ➔ Interfaces Types ➔ Natural User Interfaces and Beyond ➔ Which Interface? Interfaces Types Gesture Command Haptic Graphical Multimodal Multimedia Shareable Virtual reality Tangible Web Augmented Reality Mobile Wearables Appliance Robots and Drones Voice Brain-computer interaction Pen Smart Touch Command-Line Interfaces Early interfaces required the user to type in commands that were typically abbreviations (for example, ls) at the prompt symbol appearing on the computer display, to which the system responded (for example, by listing current files). Graphical User Interface The Xerox Star interface led to the birth of the graphical user interface (GUI), opening up new possibilities for users to inter - act with a system and for information to be presented and represented within a graphical interface Multimedia Multimedia, as the name implies, combines different media within a single interface, namely, graphics, text, video, sound, and animation, and links them together with various forms of interactivity. Virtual Reality computer-generated graphical simulations to create “the illusion of participation in a synthetic environment rather than external observation of such an environment” Website Design the goal of web design has been to develop sites that are not only usable but also aesthetically pleasing Mobile Devices Mobile devices have become pervasive, with people increasingly using them in all aspects of their everyday and working lives—including phones, fitness trackers, and watches. Appliances Appliances include machines for everyday use in the home (for example, washing machines, microwave ovens, refrigerators, toasters, bread makers, and smoothie makers). Voice User Interfaces A voice user interface (VUI) involves a person talking with a spoken language app, such as a search engine, a train timetable, a travel planner, or a phone service. Pen-Based Devices Pen-based devices enable people to write, draw, select, and move objects on an interface using light pens or styluses that capitalize on the well-honed drawing and writing skills that are devel- oped from childhood. Touchscreens Single touchscreens, used in walk-up kiosks such as ticket machines or museum guides, ATMs, and cash registers (for instance, restaurants), have been around for a while. Gesture-Based System Gestures involve moving arms and hands to communicate (for instance, waving to say good- bye or raising an arm to speak in class) or to provide information to someone (for example, holding two hands apart to show the size of something) Haptic Interfaces Haptic interfaces provide tactile feedback, by applying vibration and forces to the person, using actuators that are embedded in their clothing or a device that they are carrying, such as a smartphone or smartwatch. Multimodal Interface Multimodal interfaces are intended to enrich user experiences by multiplying the way information is experienced and controlled at the interface through using different modalities, such as touch, sight, sound, and speech Shareable Interfaces Shareable interfaces are designed for more than one person to use, typically provide multiple inputs and sometimes allow simultaneous input by collocated groups. Tangible Interfaces use sensor-based interaction, where physical objects, such as bricks, balls, and cubes, are coupled with digital representations Augmented Reality Augmented reality (AR) became an overnight success with the arrival of Pokémon Go in 2016. AR works by superimposing digital elements, like Pokémons, onto physical devices and objects. Wearables Wearables are a broad category of devices that are worn on the body. These include smartwatches, fitness trackers, fashion tech, and smart glasses Robots and Drones play an important role as part of manufacturing assembly lines, as remote investigators of hazardous locations , and as search and rescue helpers in disasters or faraway places. Brain–Computer Interfaces BCI provide a communication pathway between a person’s brain waves and an external device, such as a cursor on a screen or a tangible puck that moves via airflow. Smart Interfaces The motivation for many new technologies is to make them smart, whether it is a smartphone, smartwatch, smart building, smart home, or smart appliance Natural User Interfaces and Beyond As we have seen, there are many kinds of interfaces that can be used to design for user experiences. The staple for many years was the GUI, then the mobile device interface, followed by touch, and now wearables and smart interfaces. Without question, they have been able to support all manner of user activities. What comes next? Will other kinds of interfaces that are projected to be more natural become more mainstream? natural user interface (NUI) ➔ designed to allow people to interact with a computer in the same way that they interact with the physical world—using their voice, hands, and bodies. ➔ Instead of using a keyboard, mouse, or touchpad (as is the case with GUIs), NUIs enable users to speak to machines, stroke their surfaces, gesture at them in the air, dance on mats that detect feet movements, smile at them to get a reaction, and so on. Which interface? ➔ We have talked and presented an overview of the diversity of interfaces that is now available or currently being researched. ➔ There are many opportunities to design for user experiences that are a far cry from those originally developed using the command-based interfaces of the 1980s. Healthcare App Key Points ➔ Many interfaces have emerged post the WIMP/GUI era, including voice, wearable, mobile, tangible, brain-computer, smart, robots, and drones. ➔ A range of design and research questions need to be considered when deciding which interface to use and what features to include. ➔ Natural user interfaces may not be as natural as graphical user interfaces—it depends on the task, user, and context. Key Points cont. ➔ An important concern that underlies the design of any kind of interface is how information is represented to the user (be it speech, multimedia, virtual reality, augmented reality), so that they can make sense of it with respect to their ongoing activity, for example, playing a game, shopping online, or interacting with a pet robot. ➔ Increasingly, new interfaces that are context-aware or monitor people raise ethical issues concerned with what data is being collected and for what is it being used.

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