COMS W4172 Design Principles

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1 COMS W4172 Design Principles Steven Feiner Department of Computer Science Columbia University New York, NY January 25, D & 3D UIs: What s the Same? Users/tasks (sometimes) Design/evaluation principles (sometimes) E.g., high-level heuristics Displays/devices (sometimes) Desktop / laptop / palmtop 3D UIs using classical 2D interaction devices Development environments (sometimes) Use of classical textual languages /IDEs 2

2 2D & 3D UIs: What s Different? Overall relative lack of maturity/standardization But, this is changing: WebGL ( ), X3D ( VR/AR standards efforts ( Users/tasks Sensory modalities More than just sight and sound Interaction techniques Perceiving, selecting, manipulating, navigating in 3D Displays/devices Stereo, 6DOF head/body-tracked, wearable, vision-based, Evaluation criteria Realism, presence, immersion, simulator-induced sickness (VR sickness, cybersickness) Development environments Design of 3D assets and interaction 3 (Revisiting) Ten Usability Heuristics J. Nielsen Heuristics = rules of thumb Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation 4

3 (Revisiting) Ten Usability Heuristics J. Nielsen 5 (Revisiting) Ten Usability Heuristics J. Nielsen 6

4 (Revisiting) Ten Usability Heuristics J. Nielsen 7 (Revisiting) Ten Usability Heuristics J. Nielsen 8

5 Feedback: Senses Visual Auditory Tactile/Cutaneous H Touch a Pressure p Vibration Temperature t Pain i Kinesthetic / Proprioceptive c Vestibular Olfactory Gustatory Nociceptive (pain receptors in skin, cornea, gut, ) Feedback is information conveyed back to the user through one or more senses when performing a task, from System Environment Body Proprioceptive Kinesthetic and sometimes used to include Vestibular) 9 Feedback: Types Reactive Self-generated sensory feedback E.g., Kinesthetic/proprioceptive sense of user s body pose Instrumental Generated directly by interface when operated by user E.g., Force feedback from control user is holding Operational Generated by system as a result of user s interaction with interface E.g., Visual feedback of world moving relative to vehicle user is driving 10

6 Feedback: Consistency Cross-sensory Consistency across senses Spatial Stimulus Response (S R) compatibility Whether mapping of user stimulus to system response is compatible (e.g., in direction, orientation, or magnitude) Nulling Whether returning device to initial position/orientation returning controlled objects to initial position/orientation 11 Feedback: Consistency Temporal Latency External sensory feedback vs. internal sensory feedback E.g., visual vs. proprioceptive Virtual sensory feedback vs. real sensory feedback E.g., synthesized visual vs. real visual Mean vs. variance 12

7 Feedback: Sensory Substitution Useful when some feedback channel is not available Replace tactile feedback with visual or auditory feedback Replace pressure with vibration Virtual synesthesia 13 Passive Haptic Feedback Take advantage of shape/position/feel of real objects co-located with virtual ones (AKA static haptics) Physical floor coplanar with virtual ground Physical tabletop coplanar with virtual tabletop D. Weimer and S.K. Ganapathy, 1989 Passive haptic feedback can feel right especially when combined with visual/audio feedback 14

8 Passive Haptic Feedback Passive interface props User interacts with physical correlates to virtual visual objects Example: Tracked ball (or doll s head) and tracked plastic strip can control models of brain and cutting plane in neurosurgical planning Simplified props avoid false expectations about details Note: You can create similar tracked props using Vuforia polygons, polyhedra, cylinders, general rigid objects, K. Hinckley et al.,1994 K. Hinckley et al., Passive Haptic Feedback Passive interface props User interacts with physical correlates to virtual visual objects Example: Styrofoam blocks serve as both projection surfaces and physical obstacles in virtual environment K.-L. Low, G. Welch, A. Lastra, and H. Fuchs.,

9 Passive Haptic Feedback Opportunistic controls User interface is harvested from existing objects in task domain with appropriate shape, feel, response Each opportunistic control combines Portion of real world 3D widget One or more gestures Simple visionbased tracking S. Henderson and S. Feiner, TVCG Tangible User Interfaces (TUI) Employ physical objects, surfaces, and spaces as tangible embodiments of digital information. H. Ishii Use tracked physical blocks ( phicons ) to represent buildings, tools B. Ullmer and H. Ishii, metadesk, UIST 97 Tracked objects control projected graphics J. Underkoffler and H. Ishii, Luminous Room, SIGGRAPH 99 18

10 Tangible User Interfaces Example: Illuminating Clay B. Piper, C. Ratti, Y. Wang, B. Zhu, S. Getzoyan, & H. Ishii, CHI 2002 Allow users to interact with real freeform surfaces Users Molds surface of clay (or sand) System Determines height of surface Projects imagery corresponding to task domain tangible.media.mit.edu/project/illuminating-clay/ 19 Simplification Map a potentially complex interaction to a simpler, but more useful, one Often using a more sophisticated sounding metaphor 20

11 Constraints Relations between variables that are automatically maintained/satisfied by the system Example: Geometric constraints Distance between points Angle between lines Ratio of line lengths, angles Sutherland s constraints operate on vertices. In the example on the right, the two shorter lines are constrained to be parallel and equal in length. I. Sutherland, Sketchpad: A manmachine graphical communication system, Ph.D. Thesis, MIT, 1963 (Reprinted: TechReports/UCAM-CL- TR-574.pdf) = Equal lengths P Parallel 21 Constraints Physically realistic Gravity Collision detection/avoidance Nonrealistic Turn off gravity/inertia in CAD modeler Slow down time to explore simulation Reduce DOFs for user input One-way vs. multi-way S. Redon, M. Lin, and D. Manocha, Fast Continuous Collision Detection for Articulated Models, 2003 Multi-way constraints are much trickier to implement, can be harder to understand, and can be less efficient 22

12 Constraints Automate creation of alignment geometry Simplify interaction Example: 3D version of Snap Dragging Gravity to points, lines, planes E. Bier, 1989 E. Bier, Snap-dragging in three dimensions. SI3D, Intelligent Constraints Impose constraints based on object semantics class front vs. back geometric relationships visibility user interaction A B Move B A B E.g., if A is on top of B, then if B is moved, move A If A is moved, don t move B Move A B A 24

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