Interaction Styles Lecture Notes PDF

Summary

This document is a set of lecture notes on interaction styles. It covers a variety of topics, including input devices like keyboards and mice, display devices and physical controls that are used in human-computer interaction.

Full Transcript

Interaction Styles By Dr. Ahmed Gamal Abdellatif Outlines 3I INTRODUCTION II TEXT ENTRY DEVICES III 3 DISPLAY DEVICES IV PHYSICAL CONTROLS, SENSORS ETC. V 3 INTERACTION STYLES VI Discussion What is The COMPUTER? A computer system is made u...

Interaction Styles By Dr. Ahmed Gamal Abdellatif Outlines 3I INTRODUCTION II TEXT ENTRY DEVICES III 3 DISPLAY DEVICES IV PHYSICAL CONTROLS, SENSORS ETC. V 3 INTERACTION STYLES VI Discussion What is The COMPUTER? A computer system is made up of various elements each of these elements affects the interaction.  Input devices : text entry and pointing.  Output devices : screen (small&large), digital paper.  Virtual reality : special interaction and display devices.  Physical interaction : e.g. sound, haptic, bio-sensing.  Paper :as output (print) and input (scan).  Memory: RAM & permanent media, capacity & access.  Processing: speed of processing, networks. INTERACTING WITH COMPUTERS to understand human – Computer interaction … need to understand computers! what goes in and out devices, paper, sensors, etc. what can it do? memory, processing, networks TEXT ENTRY DEVICES  Keyboards Most common text input device.  Handwriting Recognition Text can be input into the computer, using a pen and a digesting tablet.  Speech recognition - Improving rapidly Most successful when:  single user – initial training and learns peculiarities  limited vocabulary systems.  Numeric keypads for entering numbers quickly: calculator, PC keyboard and for telephones ,ATM like phone 5 6 THE MOUSE It is a handheld pointing device (very common, easy to use, requires physical space).  Two characteristics planar movement. Buttons (usually from 1 to 3 buttons ).  Two methods for detecting motion Mechanical using Ball (Rotates orthogonal potentiometers). Optical (light ).  Even by foot some experiments with the foot mouse by controlling mouse movement with feet but not very common. POSITIONING, POINTING AND DRAWING 8 9 10 11 DISCRETE POSITIONING CONTROLS 12 RESOLUTION AND COLOUR DEPTH  Resolution: used (inconsistently) and means the number of pixels on screen (width x height) e.g. SVGA 1024 x 768, PDA perhaps 240x400.and the density of pixels (in pixels or dots per inch - dpi)typically between 72 and 96 dpi.  Aspect ratio : the ration between width and height and (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. HEALTH HAZARDS OF CRT  do not sit too close to the screen.  do not use very small fonts.  do not look at the screen for long periods without a break.  do not place the screen directly in front of a bright window.  work in well-lit surroundings. 13 DISPLAY 14 PHYSICAL CONTROLS, SENSORS ETC 15 PHYSICAL CONTROLS 16 INTERACTION STYLES You must consider that any interface is best for a given application or activity. 1- COMMAND-BASED Commands such as abbreviations (e.g. ls) typed in at the prompt to which the system responds (e.g. listing current files) and Some are hard-wired at the keyboard, while others can be assigned to keys and are Efficient, precise, and fast, Large overhead to learning a set of commands , Consistency is a most important design principle e. g. always use the first letter of the command. 17 2- GUI 18 3- WINDOWS Windows was invented to overcome the physical constraints of a computer display. So it:  enable more information to be viewed and tasks to be performed.  Scroll bars within windows also enable more information to be viewed.  Multiple windows can make it difficult to find the desired one.  listing, iconizing, and shrinking are techniques that help Window management.  enables users to move fluidly between different windows (and monitors) How to switch attention between windows without getting distracted Design principles. 19 4- MENUS Several menu interface styles such as flat lists, drop-down, pop-up, contextual, and expanding ones, e.g., scrolling ,Flat and cascading. A- Flat menus Flat menus are good at displaying a small number of options at the same time and where the size of the display is small, e.g. iPods but have to nest the lists of options within each other, requiring several steps to get to the list with the desired option moving through previous screens can be tedious The choice of the menu to use is determined by the application and type of system so, flat menus are best for displaying a small number of options at one time. 20 B- EXPANDING MENUS Enables more options to be shown on a single screen than is possible with a single flat menu More flexible navigation, allowing for selection of options to be done in the same window The most popular are cascading ones and primary, secondary, and even tertiary menus but the downside is that they require precise mouse control. 21 C- CONTEXTUAL MENUS Provide access to often-used commands that make sense in the context of a current task Appear when the user presses the Control key while clicking on an interface element. e.g., clicking on a photo on a website together with holding down the Control key results in options ‘open it in a new window,’ ‘save it,’ or ‘copy it’ Helps overcome some of the navigation problems associated with cascading menus. 22 ICON FORMS Icons are assumed to be easier to learn and remember than commands Can be designed to be compact and variably positioned on a screen. 23 MULTIMEDIA Combines different media within a single interface with various forms of interactivity like graphics, text, video, sound, and animations so that users click on links in an image or text and have many advantages like:  Can provide better ways of presenting information than any media alone.  Can enable easier learning, better understanding, more engagement, and more pleasure.  Can encourage users to explore different parts of a game or story. 24 DASHBOARDS Show screenshots of data updated over periods - to be read at a glance Usually not interactive and provide us with :  slices of data that depict the current state of a system or process.  design its spatial layout so intuitive to read when first looking at it. 25 MOBILE 26 SPEECH Where a person talks with a system that has a spoken language application, e.g. timetable, travel planner Used most for inquiring about very specific information,  e.g. flight times or to perform a transaction, e.g. buy a ticket Also used by people with disabilities  e.g. speech recognition word processors, page scanners, web readers, home control systems. 27 AIR-BASED GESTURES Uses camera recognition, sensor, and computer vision techniques and can recognize people’s body, arm, and hand gestures in a room. like systems including Kinect Which Movements are mapped onto a variety of gaming motions, such as swinging, bowling, hitting, and punching Players are represented on the screen as avatars doing the same actions How does the computer recognize and delineate the user ’s gestures? such as Deictic and hand-waving and gaming, exercising, dancing. 28 BRAIN-COMPUTER INTERFACES 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, and the person is trained to concentrate on the task, e.g. moving the cursor BCIs work by detecting changes in the neural functioning in the brain BCIs apps. 29 LIMITATIONS ON INTERACTIVE PERFORMANCE  Computation bound  Computation takes ages, causing frustration for the user.  Storage channel bound  The bottleneck in the transference of data from disk to memory.  Graphics bound  Common bottleneck: updating displays requires a lot of effort - sometimes helped by adding a graphics co-processor optimized to take on the burden.  Network capacity  Many computers networked - shared resources and files, access to printers, etc. - but interactive performance can be reduced by slow network speed. 30 Thanks for Your Attention 31

Use Quizgecko on...
Browser
Browser