INDE/TC 455: User Interface Design

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INDE/TC 455: User Interface Design Module 13.0 Interface Technology 1

Three more interface considerations What is the best allocation of responsibility between the human and the tool? What is the best representational/interaction construct? Which technology choose to implement? 2

Technology for the Interface 3

Which technology to choose? To match the task Mobility Automation To match the user (persona?) Child vs. adult disabled To work in the environment Outside inside Other Aesthetics (form) Efficiency (function) Effectiveness (form + function) 4

Tools versus Technology Decide what your tool should do first Design a representational construct Then decide how to implement that functionality with technology Refine form for aesthetics May require iteration Use thinking hats 5

Important Considerations Responsiveness Actions have direct results User acts intuitively and spontaneously Permissiveness User can do anything reasonable Do and undo Different paths to task completion Consistency Same interface style for all applications from Human Interface Guidelines: The Apple Desktop Interface 6

Technology subsystems #1 Technology to get signals to the user. = displays #2 Technology get signals from the user. = controls 7

Human-Machine Systems Operator Sensing Machine Information Processing Psychomotor Performance Display Control 8

Human Interface Model -- Level 3 EXPERIENCE A PRIORI KNOWLEDGE EXPERIENCE TRAINING DESIGNER USER META COMMUNICATION MODEL OF MODEL OF USER MACHINE INDIRECT PATH MACHINE HUMAN PROCESSES MACHINE PROCESSES DIRECT PATH COGNITIVE PERCEPTUAL SENSORY PSYCHOMOTOR DISPLAY CONTROL INPUT PROCESSING PROGRAMMING SIGNAL TRANSFER TASK 9

Interface technologies displays COGNITIVE PERCEPTUAL SENSORY PSYCHOMOTOR controls DISPLAY CONTROL INPUT PROCESSING PROGRAMMING Signal Level Transfer of physical signals across machine and human boundaries 10

Human Signal Input Parameters Sensation-transducer Signal intensity Resolution Contrast/modulation Color Dynamic range Update rate Throughput delays Interference 11

Human Signal Output Parameters Psychomotor transducer Movement (head, eyes, hand, body) Event (eye blink) Utterance (vibration of vocal chords) Physiological transducer Electro-myography Electro-encephalography Electro-cardiography Electro-oculography Galvanic skin response 12

Technology transducers Displays Visual Acoustic Tactile (haptic) Smell Taste Controls Handheld Fingers Feet Body Head Eyes Speech 13

Technology Matrix Modality Visual Acoustic Display Real image Virtual image Control Tactile Olfactory Taste 14

Visual displays 15

Visual Display transduction Photon source Phosphor (cathode ray tube) Solid state emitter (light emitting diodes) Light modulators (liquid crystal) Lasers Plasma Photon manipulation modulation scanning Photon representation Real image Virtual image 16

Real image displays 17

Real Image Display Packaging Panel display (monitor) Tablet display Handheld display (e.g. PDA, cellphone) Projection Display Electronic paper 18

Palm Pilot - Stylus Input 19

Tablet computer 20

Plasma display 21

Bendable video displays 22

Electronic paper 23

Xerox electronic paper 24

Virtual Image Displays 25

Real & Virtual Images

Real Image 27

Virtual image 28

Virtual image x 2 29

Virtual image x 3 30

Virtual display? 31

TYPES OF VIRTUAL VISUAL DISPLAYS occluded see-thru multiplexed 32

eye multiplexed virtual displays 33

Early Furness Patent

Virtual Vision Personal Eyewear Display

Wearing Virtual Vision Display

Virtual image inset into real world

Entertaining the patient!

Entertaining little patients!

Parkinson s disease

first helmet-mounted display (1967) 42

Occluded virtual displays 43

Flat Panel vs. VRD Matrix Element Display Matrix of 1,000,000 pixels Virtual Retinal Display One pixel

Color Virtual Retinal Display

VRD Demo* *courtesy BBC Tomorrow s s World

Microvision Simulation and Medical Display Scanning Engine Relay Optics Combiner

VRD in action!

See-through virtual displays 49

See-through virtual displays 50

Low vision findings - 1 Mean Percent Difference- Matched Luminance VRD and Red CRT Percent (%) 50.00 40.00 30.00 20.00 10.00 0.00-10.00-20.00 3.15 1.88 1.22 0.74 All Subjects Optical Causes Retinal Causes Character Size (Visual Angle Subtended)

Low Vision Findings - 2 Which Display Was Perceptually Clearer? Same (2) CRT (2) VRD (10)

MEMs Scanning Technology

VRD as a personal eyewear display

Other visual display variants 55

Interactive big screens 56

#4 HI SPACE Collaborative interaction Tangible interface Gestural recognition Joint project with Battelle PNL Companion to Magicbook Seattle Art Museum 57

HALO Display 58

59

60

Simulated Immersive Display (SID) 61

CAVE Automatic Virtual Environment 62

CAVE 63

Holographic display 64

65

TV on a T-shirt 66

Cloaking cloak 67

Acoustic displays 68

Acoustic displays Monaural sound Stereophonic sound Binaural sound (true 3D sound) Sacred space Active Noise reduction Audio icons (earcons) 69

sound effect earcons 70

Some more earcons http://www.dcs.gla.ac.uk/~stephen/earconexperiment1/2copy.aiff http://www.dcs.gla.ac.uk/~stephen/earconexperiment1/2close.aiff http://www.dcs.gla.ac.uk/~stephen/earconexperiment1/2delete.aiff http://www.dcs.gla.ac.uk/~stephen/earconexperiment1/2open.aiff 71

Whoopee cushion 72

Tactile displays 73

NIST Tactile Display - 1 74

NIST Tactile Display - US Map 75

NIST Tactile Display - Face 76

NIST Tactile Display - graphics 77

Tactile back display 78

Tactile ear display 79

Controllers Or human input devices 80

Input devices 81

Hand & feet controllers 82

83

Flight simulation controllers 84

Direct Manipulation = touch screen 85

Direct manipulation with Dataglove 86

Initial Exploration. 87

Gesture-based Interaction With 3D Displays. Intuitive interaction, easy to learn. 88

SVM Recognizer. 89

Palm Pilot - Stylus Input 90

early helmet sight (1968) 91

visor projected sight/display 92

Super Cockpit revisited 93

Eye control systems 94