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1
2 3 HISTORY
Latency?
real-life use of (medical) prosthesesthe articial exten-
60/95Hz
VR-TFT-Display
1280800@95Hz 10,5ms / frame OUTPUT
plants).[4][5]
Pixel persistence 3ms
OpenGL
Audio subsystem user space
Gamepad
device drivers
Mouse
Keyboard
RTOS = latency
Speech recognition mands. A means of tracking parts of the body is required,
evdev
Gamepad
Accelerometers, Tilt-sensors, et al.
Input subsystem
and sensors noting the position of the head, direction of
Joystick
INPUT
gaze and so on have been used experimentally. This is
Microphone Linux kernel Middleware Game particularly relevant to immersive interfaces.[6][7]
may claim that MMI stands for something dif- were mainly punched cards or equivalent media like paper
ferent now. Another abbreviation is HCI, but is tape. The output side added line printers to these media.
more commonly used for humancomputer interac- With the limited exception of the system operators con-
tion.[2] Other terms used are operator interface con- sole, human beings did not interact with batch machines
sole (OIC) and operator interface terminal (OIT).[3] in real time at all.
However it is abbreviated, the terms refer to the Submitting a job to a batch machine involved, rst,
'layer' that separates a human that is operating a ma- preparing a deck of punched cards describing a program
chine from the machine itself.[2] Without a clean and and a dataset. Punching the program cards wasn't done
usable interface, humans would not be able to inter- on the computer itself, but on keypunches, specialized
act with information systems. typewriter-like machines that were notoriously balky, un-
forgiving, and prone to mechanical failure. The software
In science ction, HMI is sometimes used to refer to what interface was similarly unforgiving, with very strict syn-
is better described as direct neural interface. However, taxes meant to be parsed by the smallest possible compil-
this latter usage is seeing increasing application in the ers and interpreters.
3.2 1969present: Command-line user interface 3
cial failure (25K sold) due to cost ($16K each), per- 2. Concision[11] Its easy to make the interface clear
formance (minutes to save a le, couple of hours to by over-clarifying and labeling everything, but this
recover from crash), and poor marketing leads to interface bloat, where there is just too much
stu on the screen at the same time. If too many
1984 Apple Macintosh popularizes the GUI. things are on the screen, nding what you're looking
Super Bowl commercial shown once, most expen- for is dicult, and so the interface becomes tedious
sive ever made at that time to use. The real challenge in making a great interface
is to make it concise and clear at the same time.
1984 MIT's X Window System: hardware-
independent platform and networking protocol for
3. Familiarity[12] Even if someone uses an interface
developing GUIs on UNIX-like systems
for the rst time, certain elements can still be famil-
1985 Windows 1.0 provided GUI interface to iar. Real-life metaphors can be used to communi-
MS-DOS. No overlapping windows (tiled instead). cate meaning.
1985 Microsoft and IBM start work on OS/2 4. Responsiveness[13] A good interface should not feel
meant to eventually replace MS-DOS and Windows sluggish. This means that the interface should pro-
vide good feedback to the user about whats happen-
1986 Apple threatens to sue Digital Research be- ing and whether the users input is being successfully
cause their GUI desktop looked too much like Ap- processed.
ples Mac.
5. Consistency[14] Keeping your interface consistent
1987 Windows 2.0 Overlapping and resizable
across your application is important because it al-
windows, keyboard and mouse enhancements
lows users to recognize usage patterns.
1987 Macintosh II: rst full-color Mac
6. Aesthetics While you don't need to make an inter-
1988 OS/2 1.10 Standard Edition (SE) has GUI face attractive for it to do its job, making something
written by Microsoft, looks a lot like Windows 2 look good will make the time your users spend using
your application more enjoyable; and happier users
can only be a good thing.
4 Interface design
7. Eciency Time is money, and a great interface
should make the user more productive through
Primary methods used in the interface design include pro- shortcuts and good design.
totyping and simulation.
Typical humanmachine interface design consists of the 8. Forgiveness A good interface should not punish
following stages: interaction specication, interface soft- users for their mistakes but should instead provide
ware specication and prototyping: the means to remedy them.
1. Clarity The interface avoids ambiguity by making Graphical user interfaces (GUI) accept input via
everything clear through language, ow, hierarchy devices such as a computer keyboard and mouse
and metaphors for visual elements. and provide articulated graphical output on the
6 5 TYPES
Reexive user interfaces where the users control Modern HMI in the drivers
and redene the entire system via the user interface cabin of a German Intercity-Express High-Speed
alone, for instance to change its command verbs. Train
Typically this is only possible with very rich graphic
user interfaces.
Post-WIMP
User experience
Virtual artifact
emergency switch/panic
switch Virtual user interface
8 References
7 See also
[1] Grin, Ben; Baston, Laurel. Interfaces (Presentation):
Adaptive user interfaces 5. Retrieved 7 June 2014. The user interface of a mechan-
ical system, a vehicle or an industrial installation is some-
Brain-computer interface times referred to as the human-machine interface (HMI).
Computer user satisfaction [2] User Interface Design and Ergonomics (PDF). COURSE
CIT 811. NATIONAL OPEN UNIVERSITY OF NIGE-
Direct voice input RIA: SCHOOL OF SCIENCE AND TECHNOLOGY:
19. Retrieved 7 June 2014. In practice, the abbreviation
Distinguishable interfaces
MMI is still frequently used although some may claim that
Ergonomics and human factors the study of de- MMI stands for something dierent now.
signing objects to be better adapted to the shape of
[3] Introduction Section. Recent advances in business ad-
the human body ministration. [S.l.]: Wseas. 2010. p. 190. ISBN 978-
Flat design 960-474-161-8. Other terms used are operator interface
console (OIC) and operator interface terminal (OIT)
Framebuer
[4] Cipriani, Christian; Segil, Jacob; Birdwell, Jay;
History of the GUI Weir, Richard. Dexterous control of a prosthetic
hand using ne-wire intramuscular electrodes in
Icon design targeted extrinsic muscles. IEEE Transactions on
Neural Systems and Rehabilitation Engineering: 11.
Information architecture organizing, naming, and doi:10.1109/TNSRE.2014.2301234. ISSN 1534-4320.
labelling information structures Neural co-activations are present that in turn generate
signicant EMG levels and hence unintended movements
Information visualization the use of sensory rep-
in the case of the present human machine interface
resentations of abstract data to reinforce cognition
(HMI).
Interaction design
[5] Citi, Luca (2009). Development of a neural interface for
Interaction technique the control of a robotic hand (PDF). Scuola Superiore
Sant'Anna, Pisa, Italy: IMT Institute for Advanced Stud-
Interface (computer science) ies Lucca: 5. Retrieved 7 June 2014.
9
[6] Jordan, Joel. Gaze Direction Analysis for the Investi- Chapter 2. History: A brief History of user inter-
gation of Presence in Immersive Virtual Environments faces
(Thesis submitted for the degree of Doctor of Philoso-
phy). University of London: Department of Computer Everest Software HMI videos
Science: 5. Retrieved 7 June 2014. The aim of this thesis
is to investigate the idea that the direction of gaze may be
used as a device to detect a sense-of-presence in Immer-
sive Virtual Environments (IVE) in some contexts.
[18] appleinsider.com
9 External links
Its bibliography covers a wide area of user interface
publications
10 10 TEXT AND IMAGE SOURCES, CONTRIBUTORS, AND LICENSES
10.2 Images
File:00-bma-automation-operator-panel-with-pushbuttons.JPG Source: https://upload.wikimedia.org/wikipedia/commons/c/c3/
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10.3 Content license 11