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Chapter 1

WHAT IS INTERACTION DESIGN?

Bad designs
Elevator controls and labels on the bottom row all look the same, so it is easy to push
a label by mistake instead of a control button

www.baddesigns.com

People do not make same mistake for the labels and buttons on the top row. Why not?

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Why is this vending machine so bad?


Need to push button
first to activate reader
Normally insert bill first
before making selection

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Contravenes well
known convention

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Good design

Marble answering machine (Bishop, 1995)


Based on how everyday objects behave
Easy, intuitive and a pleasure to use
Only requires one-step actions to perform core tasks
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Good and bad design


Why is the TiVo remote so much better designed than
standard remote controls?
Peanut shaped to fit in hand
Logical layout and color-coded, distinctive buttons
Easy to locate buttons
See:
http://
gizmodo.com/5017972/story-of-a-peanut-the-tivo-remotes-untold-pa
st-present-and-future

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Dilemma
Which is the best way to interact with a smart TV?

Standard remote device?


Apple slimline remote control?

Minnums new keyboard?

http://minuum.com

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What to design
Need to take into account:
Who the users are
What activities are being carried out
Where the interaction is taking place

Need to optimize the interactions users have with a


product:
So that they match the users activities and needs

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Understanding users needs


Need to take into account what people are good and bad at
Consider what might help people in the way they currently
do things
Think through what might provide quality user experiences
Listen to what people want and get them involved
Use tried and tested user-centered methods

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What is interaction design?


Designing interactive products to support the way
people communicate and interact in their everyday and
working lives.
Preece, Sharp and Rogers (2015)

The design of spaces for human communication and


interaction.
Winograd (1997)

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Goals of interaction design


Develop usable products
Usability means easy to learn, effective to use
and provide an enjoyable experience

Involve users in the design process

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Which kind of design?


Number of other terms used emphasizing what is being
designed, e.g.
user interface design, software design, user-centered design,
product design, web design, experience design (UX)

Interaction design is the umbrella term covering all of


these aspects
fundamental to all disciplines, fields, and approaches concerned
with researching and designing computer-based systems for
people

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HCI and interaction design

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Relationship between ID, HCI and other


fields
Academic disciplines contributing to ID:
Psychology
Social Sciences
Computing Sciences
Engineering
Ergonomics
Informatics

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Relationship between ID, HCI and other


fields
Design practices contributing to ID:
Graphic design
Product design
Artist-design
Industrial design
Film industry

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Relationship between ID, HCI and other


fields
Interdisciplinary fields that do interaction design:

HCI
Ubiquitous Computing
Human Factors
Cognitive Engineering
Cognitive Ergonomics
Computer Supported Co-operative Work
Information Systems
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Working in multidisciplinary teams


Many people from different backgrounds involved
Different perspectives and ways of seeing
and talking about things
Benefits
more ideas and designs
generated

Disadvantages
difficult to communicate and
progress forward the designs being create
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Interaction design in business


Increasing number of ID consultancies, examples
of well known ones include:
Nielsen Norman Group: help companies enter the age of the
consumer, designing human-centered products and services
Cooper: From research and product to goal-related design
Swim: provides a wide range of design services, in each case
targeted to address the product development needs at hand
IDEO: creates products, services and environments for
companies pioneering new ways to provide value to their
customers

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What do professionals do in the ID


business?

interaction designers - people involved in the design of all the


interactive aspects of a product

usability engineers - people who focus on evaluating products, using


usability methods and principles

web designers - people who develop and create the visual design of
websites, such as layouts

information architects - people who come up with ideas of how to


plan and structure interactive products

user experience designers (UX) - people who do all the above but
who may also carry out field studies to inform the design of products

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The User Experience


How a product behaves and is used by people in
the real world
the way people feel about it and their pleasure and satisfaction
when using it, looking at it, holding it, and opening or closing it
every product that is used by someone has a user experience:
newspapers, ketchup bottles, reclining armchairs, cardigan
sweaters. (Garrett, 2010)
all aspects of the end-user's interaction with the company, its
services, and its products. (Nielsen and Norman, 2014)

Cannot design a user experience, only design


for a user experience
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Why was the iPod user experience such


a success?
Quality user experience
from the start
Simple, elegant, distinct
brand, pleasurable,
must have fashion item,
catchy names, cool, etc.

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What is involved in the process of


interaction design
Establishing requirements
Developing alternatives
Prototyping
Evaluating
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Core characteristics of interaction design


Users should be involved through the
development of the project
Specific usability and user experience goals
need to be identified, clearly documented and
agreed at the beginning of the project
Iteration is needed through the core activities
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Why go to this length?


Help designers:
understand how to design interactive products that fit with
what people want, need and may desire
appreciate that one size does not fit all
e.g., teenagers are very different to grown-ups

identify any incorrect assumptions they may have about


particular user groups
e.g., not all old people want or need big fonts

be aware of both peoples sensitivities and their capabilities


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Are cultural differences important?


5/21/2015 versus 21/5/2015?
Which should be used for international services and
online forms?

Why is it that certain products, like the iPod, are


universally accepted by people from all parts of
the world whereas websites are reacted to
differently by people from different cultures?

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Accessibility
Degree to which a product is usable and accessible by
as many people as possible
Focus on disability:
Have a mental or physical impairment
This has an adverse affect on their everyday lives
It is long term

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Anna, IKEA online sales agent


Designed to be
different for UK and US
customers
What are the differences
and which is which?
What should Annas
appearance be like
for other countries,
like India, South Africa,
or China?
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Usability goals
Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember how to use
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User experience goals


Desirable aspects
satisfying
helpful
fun
enjoyable
motivating
provocative
engaging
challenging
surprising
pleasurable
enhancing sociability rewarding
exciting
supporting creativity emotionally fulfilling
entertaining
cognitively stimulating

Undesirable aspects
boring
unpleasant
frustrating
patronizing
making one feel guilty
making one feel stupid
annoying
cutesy
childish
gimmicky

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Usability and user experience goals


Selecting terms to convey a persons feelings, emotions,
etc., can help designers understand the multifaceted
nature of the user experience
How do usability goals differ from user experience
goals?
Are there trade-offs between the two kinds of goals?
e.g. can a product be both fun and safe?

How easy is it to measure usability versus user


experience goals?

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Design principles
Generalizable abstractions for thinking about different
aspects of design
The dos and don'ts of interaction design
What to provide and what not to provide at the
interface
Derived from a mix of theory-based knowledge,
experience and common-sense

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Visibility
This is a control panel for an elevator
How does it work?
Push a button for the floor you want?
Nothing happens. Push any other button?
Still nothing. What do you need to do?
www.baddesigns.com

It is not visible as to what to do!

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Visibility
you need to insert your room card in the slot by the buttons to get the
elevator to work!

How would you make this action more visible?


make the card reader more obvious
provide an auditory message, that says what to do (which
language?)
provide a big label next to the card reader that flashes when
someone enters
www.baddesigns.com

make relevant parts visible


make what has to be done obvious

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What do I do if I am wearing black?


Invisible automatic
controls can make it
more difficult
to use

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Feedback
Sending information back to the user about what has
been done
Includes sound, highlighting, animation and
combinations of these
e.g. when screen button clicked on provides sound or red
highlight feedback:
ccclichhk

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Constraints
Restricting the possible actions that can
be performed
Helps prevent user from selecting
incorrect options
Physical objects can be designed to
constrain things
e.g. only one way you can insert a key into a lock

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Logical or ambiguous design?

Where do you plug the


mouse?

Where do you plug the


keyboard?

top or bottom connector?

Do the color coded icons


help?

www.baddesigns.com

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How to design them more logically


(i) A provides direct
adjacent mapping
between icon and
connector

www.baddesigns.com

(ii) B provides color coding


to associate the
connectors with the
labels
www.baddesigns.com

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Consistency
Design interfaces to have similar operations and use
similar elements for similar tasks
For example:
always use ctrl key plus first initial of the command for an
operation ctrl+C, ctrl+S, ctrl+O

Main benefit is consistent interfaces are easier to learn


and use

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When consistency breaks down


What happens if there is more than one command
starting with the same letter?
e.g. save, spelling, select, style

Have to find other initials or combinations of keys,


thereby breaking the consistency rule
e.g. ctrl+S, ctrl+Sp, ctrl+shift+L

Increases learning burden on user, making them more


prone to errors

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Internal and external consistency


Internal consistency refers to designing operations
to behave the same within an application
Difficult to achieve with complex interfaces

External consistency refers to designing


operations, interfaces, etc., to be the same across
applications and devices
Very rarely the case, based on different designers
preference

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Keypad numbers layout


A case of external inconsistency

(a) phones, remote controls

(b) calculators, computer keypads

3
6
9

9
6
3

0
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Affordances: to give a clue


Refers to an attribute of an object that allows people to
know how to use it
e.g. a mouse button invites pushing, a door handle affords
pulling

Norman (1988) used the term to discuss the design of


everyday objects
Since has been much popularised in interaction design
to discuss how to design interface objects
e.g. scrollbars to afford moving up and down, icons to afford
clicking on

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What does affordance have to offer


interaction design?

Interfaces are virtual and do not have affordances like physical


objects

Norman argues it does not make sense to talk about interfaces


in terms of real affordances

Instead interfaces are better conceptualized as perceived


affordances
Learned conventions of arbitrary mappings between action and
effect at the interface
Some mappings are better than others

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Activity
Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?

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Key points
Interaction design is concerned with designing
interactive products to support the way people
communicate and interact in their everyday and working
lives
It is concerned with how to create quality user
experiences
It requires taking into account a number of
interdependent factors, including context of use, type of
activities, cultural differences, and user groups
It is multidisciplinary, involving many inputs from widereaching disciplines and fields
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Chapter 3
COGNITIVE ASPECTS

Overview
What is cognition?
What are users good and bad at?
Describe how cognition has been
applied to interaction design
Explain what are Mental Models
Cover relevant theories of cognition
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Why do we need to understand users?


Interacting with technology is cognitive
Need to take into account cognitive processes involved and
cognitive limitations of users
Provides knowledge about what users can and cannot be expected
to do
Identifies and explains the nature and causes of problems users
encounter
Supply theories, modelling tools, guidance and methods that can
lead to the design of better interactive products

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Cognitive processes
Attention
Perception
Memory
Learning
Reading, speaking and listening
Problem-solving, planning, reasoning and decisionmaking

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Attention

Selecting things to concentrate on at a point in time from the mass of


stimuli around us

Allows us to focus on information that is relevant to what we are doing

Involves audio and/or visual senses

Focussed and divided attention enables us to be selective in terms of the


mass of competing stimuli but limits our ability to keep track of all events

Information at the interface should be structured to capture users


attention, e.g. use perceptual boundaries (windows), colour, reverse
video, sound and flashing lights

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Activity: Find the price of a double room at the Holiday Inn


in Columbia

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Activity: Find the price for a double room at the Quality Inn
in Pennsylvania a

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Activity
Tullis (1987) found that the two screens produced quite
different results
1st screen - took an average of 5.5 seconds to search
2nd screen - took 3.2 seconds to search

Why, since both displays have the same density of


information (31%)?
Spacing
In the 1st screen the information is bunched up together, making it
hard to search
In the 2nd screen the characters are grouped into vertical categories
of information making it easier
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Multitasking and attention


Is it possible to perform multiple tasks without one or
more of them being detrimentally affected?

Ophir et al (2009) compared heavy vs light multi-taskers


heavy were more prone to being distracted than those who
infrequently multitask
heavy multi-taskers are easily distracted and find it difficult to
filter irrelevant information

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Design implications for attention


Make information salient when it needs attending to
Use techniques that make things stand out like color,
ordering, spacing, underlining, sequencing and
animation
Avoid cluttering the interface with too much information
Search engines and form fill-ins that have simple and
clean interfaces are easier to use
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Perception
How information is acquired from the world and
transformed into experiences
Obvious implication is to design representations that
are readily perceivable, e.g.
Text should be legible
Icons should be easy to distinguish and read

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Is color contrast good? Find Italian

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Are borders and white space better? Find


french

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Activity
Weller (2004) found people took less time to
locate items for information that was grouped
using a border (2nd screen) compared with using color contrast
(1st screen)

Some argue that too much white space on web


pages is detrimental to search
Makes it hard to find information

Do you agree?

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Which is easiest to read and why?

What is the time?

What is the time?

What is the time?

What is the time?

What is the time?

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Design implications
Icons should enable users to readily distinguish their meaning
Bordering and spacing are effective visual ways of grouping information
Sounds should be audible and distinguishable
Speech output should enable users to distinguish between the set of
spoken words
Text should be legible and distinguishable from the background
Tactile feedback should allow users to recognize and distinguish different
meanings
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Memory
Involves first encoding and then retrieving knowledge.
We dont remember everything - involves filtering and
processing what is attended to
Context is important in affecting our memory (i.e. where, when)
We recognize things much better than being able to recall things
we remember less about objects we have photographed than
when we observe them with the naked eye (Henkel, 2014)

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Processing in memory
Encoding is first stage of memory
determines which information is attended to in the environment and
how it is interpreted

The more attention paid to something


The more it is processed in terms of thinking about it and
comparing it with other knowledge
The more likely it is to be remembered
e.g. when learning about HCI, it is much better to reflect upon it, carry
out exercises, have discussions with others about it, and write notes
than just passively read a book, listen to a lecture or watch a video
about it
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Context is important
Context affects the extent to which information
can be subsequently retrieved
Sometimes it can be difficult for people to recall
information that was encoded in a different
context:
You are on a train and someone comes up to you and says
hello. You dont recognize him for a few moments but then
realize it is one of your neighbors. You are only used to seeing
your neighbor in the hallway of your apartment block and seeing
ahim out of context makes him difficult to recognize initially

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Activity
Try to remember the dates of your grandparents birthday
Try to remember the cover of the last two DVDs you bought or
rented
Which was easiest? Why?
People are very good at remembering visual cues about things
e.g. the color of items, the location of objects and marks on an object

They find it more difficult to learn and remember arbitrary


material
e.g. birthdays and phone numbers

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Recognition versus recall


Command-based interfaces require users to
recall from memory a name from a possible set of
100s
GUIs providMP3 players visually-based options
that users need only browse through until they
recognize one
Web browsers, etc., provide lists of visited URLs,
song titles etc., that support recognition memory
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The problem with the classic 72


George Millers (1956) theory of how much
information people can remember
Peoples immediate memory capacity is very limited
Many designers think this is useful finding for
interaction design
But
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What some designers get up to


Present only 7 options on a menu
Display only 7 icons on a tool bar
Have no more than 7 bullets in a list
Place only 7 items on a pull down menu
Place only 7 tabs on the top of a website page
But this is wrong? Why?

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Why?
Inappropriate application of the theory
People can scan lists of bullets, tabs, menu
items for the one they want
They dont have to recall them from memory
having only briefly heard or seen them
Sometimes a small number of items is good
But depends on task and available screen
estate
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Digital content management


Is a growing problem for many users
vast numbers of documents, images, music files, video clips,
emails, attachments, bookmarks, etc.,
where and how to save them all, then remembering what they
were called and where to find them again
naming most common means of encoding them
but can be difficult to remember, especially when have 1000s
and 1000s
How might such a process be facilitated taking into account
peoples memory abilities?
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Digital content management


Memory involves 2 processes
recall-directed and recognition-based scanning

File management systems should be designed


to optimize both kinds of memory processes
e.g. Search box and history list

Help users encode files in richer ways


Provide them with ways of saving files using colour, flagging,
image, flexible text, time stamping, etc.
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Is Apples Spotlight search tool any


good?

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Digital Forgetting
When might you wish to forget something that is
online?
When you break up with a partner
Emotionally painful to be reminded of them through
shared photos, social media, etc.,

Sas and Whittaker (2013) suggest new ways of


harvesting and deleting digital content
e.g. making photos of ex into an abstract collage
helps with closure
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Memory aids
SenseCam developed by Microsoft Research
Labs (now Autographer)
a wearable device that intermittently takes
photos without any user intervention while worn
digital images taken are stored and revisited
using special software
Has been found to improve peoples memory,
suffering from Alzheimers
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SenseCam

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Design implications
Dont overload users memories with
complicated procedures for carrying out tasks
Design interfaces that promote recognition
rather than recall
Provide users with various ways of encoding
information to help them remember
e.g. categories, color, flagging, time stamping

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Learning
How to learn to use a computer-based
application
Using a computer-based application or
YouTube video to understand a given topic
People find it hard to learn by following
instructions in a manual
prefer to learn by doing

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Cognitive prosthetic devices


We rely more and more on the internet and
smartphones to look things up
Cognitive resource cf. extended mind
Expecting to have internet access reduces the
need and extent to which we remember
Also enhances our memory for knowing where
to find it online (Sparrow et al,2011)
What are implications for designing technologies
to support how people will learn, and what they
learn?
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Design implications
Design interfaces that encourage
exploration
Design interfaces that constrain and guide
learners
Dynamically linking concepts and
representations can facilitate the learning
of complex material
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Reading, speaking, and listening


The ease with which people can read, listen, or
speak differs
Many prefer listening to reading
Reading can be quicker than speaking or listening
Listening requires less cognitive effort than reading or
speaking
Dyslexics have difficulties understanding and
recognizing written words
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Applications
Speech-recognition systems allow users to interact with
them by asking questions
e.g. Google Voice, Siri

Speech-output systems use artificially generated speech


e.g. written-text-to-speech systems for the blind

Natural-language systems enable users to type in


questions and give text-based responses
e.g. Ask search engine
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Design implications
Speech-based menus and instructions
should be short
Accentuate the intonation of artificially
generated speech voices
they are harder to understand than human voices

Provide opportunities for making text large on


a screen
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Problem-solving, planning, reasoning and decision-making

All involves reflective cognition


e.g. thinking about what to do, what the options
are, and the consequences
Often involves conscious processes, discussion with
others (or oneself), and the use of artefacts
e.g. maps, books, pen and paper
May involve working through different scenarios and
deciding which is best option

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Design implications
Provide additional information/functions for
users who wish to understand more about how
to carry out an activity more effectively
Use simple computational aids to support rapid
decision-making and planning for users on the
move

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Dilemma
The app mentality developing in the psyche of the
younger generation is making it worse for them to
make their own decisions because they are
becoming risk averse (Gardner and Davis, 2013)
Relying on a multitude of apps means that they
are becoming increasingly more anxious about
making decisions by themselves
Do you agree? Can you think of an example?
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Mental models
Users develop an understanding of a system through
learning about and using it
Knowledge is sometimes described as a mental model:
How to use the system (what to do next)
What to do with unfamiliar systems or unexpected situations (how
the system works)

People make inferences using mental models of how to


carry out tasks

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Mental models
Craik (1943) described mental models as:
internal constructions of some aspect of the
external world enabling predictions to be made

Involves unconscious and conscious


processes
images and analogies are activated

Deep versus shallow models


e.g. how to drive a car and how it works
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Everyday reasoning and mental


models
(a) You arrive home on a cold winters night to a cold house.
How do you get the house to warm up as quickly as
possible? Set the thermostat to be at its highest or to the
desired temperature?
(b) You arrive home starving hungry. You look in the fridge
and find all that is left is an uncooked pizza. You have an
electric oven. Do you warm it up to 375 degrees first and
then put it in (as specified by the instructions) or turn the
oven up higher to try to warm it up quicker?

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Heating up a room or oven that is


thermostat-controlled
Many people have erroneous mental models (Kempton,
1996)
Why?
General valve theory, where more is more principle is
generalised to different settings (e.g. gas pedal, gas cooker, tap,
radio volume)
12
Thermostats based on model of on-off switch model

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Heating up a room or oven that is


thermostat-controlled
Same is often true for understanding how
interactive devices and computers work:
poor, often incomplete, easily confusable, based on
inappropriate analogies and superstition (Norman,
1983)
e.g. elevators and pedestrian crossings - lot of people
hit the button at least twice
Why? Think it will make the lights change faster or
ensure the elevator arrives!
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Exercise: ATMs
Write down how an ATM works
How much money are you allowed to take out?
What denominations?
If you went to another machine and tried the same what would happen?
What information is on the strip on your card? How is this used?
What happens if you enter the wrong number?
Why are there pauses between the steps of a transaction? What happens if you try to
type during them?
Why does the card stay inside the machine?
Do you count the money? Why?
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How did you fare?


Your mental model
How accurate?
How similar?
How shallow?

Payne (1991) did a similar study and found that


people frequently resort to analogies to explain how
they work
Peoples accounts greatly varied and were often ad
hoc

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Gulfs of execution and evaluation


The gulfs explicate the gaps that exist between
the user and the interface
The gulf of execution
the distance from the user to the physical system

The gulf of evaluation


the distance from the physical system to the user

Bridging the gulfs can reduce cognitive effort


required to perform tasks
Norman, 1986; Hutchins et al, 1986
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Bridging the gulfs

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Information processing
Conceptualizes human performance in
metaphorical terms of information
processing stages

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Model Human processor (Card et al,


1983)
Models the information processes of a user
interacting with a computer
Predicts which cognitive processes are
involved when a user interacts with a
computer
Enables calculations to be made of how long
a user will take to carry out a task
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The human processor model

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Limitations
Based on modelling mental activities that
happen exclusively inside the head
Do not adequately account for how people
interact with computers and other devices
in real world

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Distributed cognition
Concerned with the nature of cognitive
phenomena across individuals, artefacts, and
internal and external representations (Hutchins,
1995)
Describes these in terms of propagation across
representational state
Information is transformed through different
media (computers, displays, paper, heads)

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How it differs from information


processing

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Whats involved
The distributed problem-solving that takes place
The role of verbal and non-verbal behavior
The various coordinating mechanisms that are
used (e.g. rules, procedures)
The communication that takes place as the
collaborative activity progresses
How knowledge is shared and accessed

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External cognition
Concerned with explaining how we interact with
external representations (e.g. maps, notes,
diagrams)
What are the cognitive benefits and what
processes involved
How they extend our cognition
What computer-based representations can we
develop to help even more?

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Externalizing to reduce memory load


Diaries, reminders, calendars, notes, shopping lists, to-do lists
written to remind us of what to do

Post-its, piles, marked emails


where placed indicates priority of what to do

External representations:
Remind us that we need to do something (e.g. to buy something for
mothers day)
Remind us of what to do (e.g. buy a card)
Remind us when to do something (e.g. send a card by a certain date)
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Computational offloading
When a tool is used in conjunction with an external
representation to carry out a computation (e.g. pen
and paper)
Try doing the two sums below (a) in your head, (b) on
a piece of paper and c) with a calculator.
234 x 456 =??
CCXXXIIII x CCCCXXXXXVI = ???

Which is easiest and why? Both are identical sums

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Annotation and cognitive tracing


Annotation involves modifying existing
representations through making marks
e.g. crossing off, ticking, underlining

Cognitive tracing involves externally


manipulating items into different orders or
structures
e.g. playing Scrabble, playing cards

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Design implication
Provide external representations at the
interface that reduce memory load and
facilitate computational offloading
e.g. Information visualizations have been designed
to allow people to make sense and rapid decisions
about masses of data

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Summary
Cognition involves several processes including attention,
memory, perception and learning
The way an interface is designed can greatly affect how
well users can perceive, attend, learn and remember
how to do their tasks
Theoretical frameworks, such as mental models and
external cognition, provide ways of understanding how
and why people interact with products
This can lead to thinking about how to design better
products
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Chapter 4
SOCIAL INTERACTION

Overview
Being social
Face to face conversations
Remote conversations
Tele-presence
Co-presence
Shareable technologies
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Conversational mechanisms
Various mechanisms and rules are
followed when holding a conversation, e.g.
mutual greetings
A: Hi there
B: Hi!
C: Hi
A: All right?
C: Good, hows it going?
A: Fine, how are you?
C: OK
B: So-so. Hows life treating you?
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Being social
Are F2F conversations being superseded by our
social media interactions?
How many friends do you have on Facebook,
LinkedIn,etc vs real life?
How much overlap?
How are the ways we live and interact with one
another changing?
Are the established rules and etiquette still
applicable to online and offline?
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Conversational rules
Sacks et al. (1978) work on conversation
analysis describe three basic rules:
Rule 1: the current speaker chooses the next speaker
by asking an opinion, question, or request
Rule 2: another person decides to start speaking
Rule 3: the current speaker continues talking

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Conversational rules
Turn-taking used to coordinate conversation
A: Shall we meet at 8?
B: Um, can we meet a bit later?
A: Shall we meet at 8?
B: Wow, look at him?
A: Yes what a funny hairdo!
B: Um, can we meet a bit later?

Back channelling to signal to continue and following


Uh-uh, umm, ahh

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More conversational rules


Farewell rituals
Bye then, see you, yer bye, see you later.

Implicit and explicit cues


e.g. looking at watch, fidgeting with coat and bags
explicitly saying Oh dear, must go, look at the time,
Im late

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Breakdowns in conversation
When someone says something that
is misunderstood:
Speaker will repeat with emphasis:
A: this one?
B: no, I meant that one!

Also use tokens:


Eh? Quoi? Huh? What?

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What happens in social media


conversations?
Do same conversational rules apply?
Are there more breakdowns?
How do people repair them for:

Phone?
email?
Instant messaging?
texting?
Skyping?
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Remote conversations
Much research on how to support
conversations when people are at a distance
from each other
Many applications have been developed
e.g., email, videoconferencing, videophones, instant messaging,
chatrooms

Do they mimic or move beyond existing ways


of conversing?
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Early videophone and visualphone

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VideoWindow system (Bellcore, 1989)


Shared space that allowed people 50
miles apart to carry on a conversation as if
in same room drinking coffee together
3 x 8 ft picture-window between two sites
with video and audio
People did interact via the window but
strange things happened (Kraut, 1990)
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Sketch of VideoWindow

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Findings of how VideoWindow


System was used
Talked constantly about the system
Spoke more to other people in the same
room rather than in other room
When tried to get closer to someone in other
place had opposite effect - went out of range
of camera and microphone
No way of monitoring this
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Skype success
Global household name
Seeing others on screen enables more
intimacy than audio phone
Enables people to get to know each
other better
Less awkward for young children
Like to show, not tell (Ames et al, 2010)

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3D virtual worlds
Second Life (2007)
Over 8 million users

What kinds of conversation take place in these


environments?
VoIP versus chatroom talk?
Which is preferred and why?

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Facebook and Twitter


Everyone uses them so what is there to
learn?
Used in emergencies, demos, etc.,
e.g., users spread up-to-the minute info and
retweet about how a wildfire or gas plume is
moving
but can also start or fuel rumours, by adding
news that is old or incorrect
more confusing than helpful
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Telepresence
New technologies designed to allow a
person to feel as if they were present in
the other location
projecting their body movements, actions,
voice and facial expressions to the other
location or person
e.g. superimpose images of the other person
on a workspace
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Hypermirror (Morikawa and Maesako,


1998)
allows people to feel as if they are in the
same virtual place even though in physically
different spaces
(woman in
white sweater
is in a
different room
to the other
three)

People in different
places are
superimposed
on the same screen
to make them appear
as if in same space
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Creating personal space in


Hypermirror

2) Two in this room are invading


the virtual personal space
of the other person by appearing to be
physically on top of woman in white sweater

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3) Two in the room move


apart to allow person
in other space more virtual
personal space

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Everyone happy

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BiReality

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The Peoples Bot attending CHI

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A telepresence room

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How much realism?


Is needed in telepresence to make it
compelling?
Telepresence rooms try make the remote
people appear to be life-like by using
multiple high def cameras with eye-tracking
features and directional microphones
Is Skype just as good?
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Coordination mechanisms
When a group of people act or interact together
they need to coordinate themselves
e.g., playing football, navigating a ship

They use:
verbal and non-verbal communication
schedules, rules, and conventions
shared external representations
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Co-presence
Technologies that enable co-located groups to
collaborate more effectively
when working, learning and socializing

Examples: Smartboards, Surfaces, Wii


and Kinect

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F2F coordinating mechanisms


Talk is central
Non-verbal also used to emphasize and as
substitute
e.g. nods, shakes, winks, glances, gestures and
hand-raising

Formal meetings
explicit structures such as agendas, memos, and
minutes are employed to coordinate the activity
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Awareness mechanisms
Involves knowing who is around, what is
happening, and who is talking with whom
Peripheral awareness
keeping an eye on things happening in the periphery of
vision
Overhearing and overseeing - allows tracking of what
others are doing without explicit cues

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Lo tech awareness mechanism

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Designing technologies to support


awareness
Provide awareness of others who are in
different locations
Workspace awareness: the up-to-themoment understanding of another persons
interaction with the shared workspace
(Gutwin and Greenberg, 2002)
Examples: ReacTable and Reflect Table

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The Reactable experience

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The Reflect Table

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The Dynamo system

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Notification systems
Users notify others as opposed to being
constantly monitored
Provide information about shared objects
and progress of collaborative tasks
example: Babble

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Sococo shows who is where and who is meeting with whom

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What next?
Besides perpetual sharing and
broadcasting of information, knowledge,
and personal content?
Lifelogging
recording everything in ones life and sharing

Micro-chatting
beyond twitter and snapchat?
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Summary
Social mechanisms, like turn-taking, conventions,
etc., enable us to collaborate and coordinate our
activities
Keeping aware of what others are doing and
letting others know what you are doing are
important aspects of collaborative working and
socialising
Many technologies systems have been built to
support telepresence and co-presence
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149

Chapter 5
EMOTIONAL
INTERACTION

Overview
Emotions and the user experience
Expressive and annoying interface
how the appearance of an interface can affect users

Models of emotion
Ortony et al (2005)

Automatic emotion recognition and emotional technologies


Persuasive technologies and behavioral change
how technologies can be designed to change peoples attitudes and behavior

Anthropomorphism
The pros and cons
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Emotions and the user experience


HCI has traditionally been about designing efficient and
effective systems
Now more about how to design interactive systems that
make people respond in certain ways
e.g. to be happy, to be trusting, to learn, to be motivated

Emotional interaction is concerned with how we feel and


react when interacting with technologies

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Is this form fun to fill in?


My goal was to design
Wufoo to feel like
something Fisher-Price
would make.
- Kevin Hale, Wufoo director

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Emotional interaction
What makes us happy, sad, annoyed, anxious,
frustrated, motivated, delirious and so on
translating this into different aspects of the user experience

Why people become emotionally attached to certain


products (e.g. virtual pets)
Can social robots help reduce loneliness and improve
wellbeing?
How to change human behavior through the use of
emotive feedback
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Activity
Try to remember the emotions you went
through when buying a big ticket item
online (e.g. a fridge, a vacation, a
computer)
How many different emotions did you go
through?

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Emotional design model


Norman, Ortony and Revelle (2004) model of emotion

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Claims from model


Our emotional state changes how we think
when frightened or angry we focus narrowly and body
responds by tensing muscles and sweating
more likely to be less tolerant

when happy we are less focused and the body


relaxes
more likely to overlook minor problems and be more creative

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Activity
Do you feel more creative when you are in
a happy mood? Do you get less work
done when you are feeling stressed?

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Expressive interfaces
Provide reassuring feedback that can be both
informative and fun
But can also be intrusive, causing people to get annoyed
and even angry
Color, icons, sounds, graphical elements and animations
are used to make the look and feel of an interface
appealing
conveys an emotional state

In turn this can affect the usability of an interface


people are prepared to put up with certain aspects of an interface (e.g.
slow download rate) if the end result is appealing and aesthetic

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Friendly interfaces
Microsoft pioneered friendly interfaces for
technophobes - At home with Bob software
3D metaphors based on familiar places (e.g.
living rooms)
Agents in the guise of pets (e.g. bunny, dog)
were included to talk to the user
Make users feel more at ease and comfortable

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Bob

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Clippy
Why was Clippy
disliked
by so many?
Was it annoying,
distracting,
patronising or
other?
What sort of user
liked Clippy?
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Frustrating interfaces
Many causes:
When an application doesnt work properly or crashes
When a system doesnt do what the user wants it to do
When a users expectations are not met
When a system does not provide sufficient information to enable the
user to know what to do
When error messages pop up that are vague, obtuse or condemning
When the appearance of an interface is garish, noisy, gimmicky or
patronizing
When a system requires users to carry out too many steps to perform a
task, only to discover a mistake was made earlier and they need to start
all over again
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Gimmicks
Amusing to the designer but not the user,
e.g.
Clicking on a link to a website only to discover
that it is still under construction

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Error messages
The application Word Wonder has unexpectedly quit due to a
type 2 error.

Why not instead:


the application has expectedly quit due to poor coding in the
operating system

Shneidermans guidelines for error messages include:

avoid using terms like FATAL, INVALID, BAD


Audio warnings
Avoid UPPERCASE and long code numbers
Messages should be precise rather than vague
Provide context-sensitive help

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Website error messages

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More helpful error message


The requested page /helpme is not available on the web server.
If you followed a link or bookmark to get to this page, please let us
know, so that we can fix the problem. Please include the URL of the
referring page as well as the URL of the missing page.
Otherwise check that you have typed the address of the web page
correctly.
The Web site you seek
Cannot be located, but
Countless more exist.

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Should computers say theyre sorry?


Reeves and Naas (1996) argue that computers should be
made to apologize
Should emulate human etiquette
Would users be as forgiving of computers saying sorry as
people are of each other when saying sorry?
How sincere would they think the computer was being? For
example, after a system crash:
Im really sorry I crashed. Ill try not to do it again

How else should computers communicate with users?

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Detecting emotions and emotional


technology
Sensing technologies used to measure
GSR, facial expressions, gestures, body
movement
Aim is to predict users emotions and
aspects of their behavior
E.g. what is someone most likely to buy
online when feeling sad, bored or happy
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Facial Coding
Measures a users emotions as they interact with
a computer or tablet

Analyses images captured by a webcam of their


face
Uses this to gauge how engaged the user is when
looking at movies, online shopping sites and ads
6 core expressions - sadness, happiness, disgust,
fear, surprise and anger
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How to use the emotional data?


If user screws up their face when an ad
pops up -> feel disgust
If start smiling -> they are feeling happy
Website can adapt its ad, movie storyline
or content to match users emotional state
Eye-tracking, finger pulse, speech and
words/phrases also analysed when
tweeting or posting to Facebook
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Indirect emotion detection


Beginning to be used more to infer or
predict someones behavior
For example, determining a persons
suitability for a job, or how they will vote at
an election
Do you think it is creepy that technology
can read your emotions from your facial
expressions or from your tweets?
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Persuasive technologies and behavioral


change
Interacive computing systems deliberately
designed to change peoples attitudes and
behaviors (Fogg, 2003)
A diversity of techniques now used to change what
they do or think
Pop-up ads, warning messages, reminders, prompts, personalized
messages, recommendations, Amazon 1-click
Commonly referred to as nudging

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Nintendos Pocket Pikachu


Changing bad habits and improving well being
Designed to motivate children to be more physically
active on a regular basis
owner of the digital pet that lives in the device is
required to walk, run, or jump
If owner does not exercise the virtual pet becomes
angry and refuses to play anymore

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How effective?
Is the use of novel forms of interactive
technologies (e.g., the combination of
sensors and dynamically updated
information) that monitor, nag, or send
personalized messages intermittently to a
person more effective at changing a persons
behavior than non-interactive methods, such
as the placement of warning signs, labels, or
ads in prominent positions?

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Which is most effective?

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Tracking devices
Mobile apps designed to help people
monitor and change their behaviour (e.g.
fitness, sleeping, weight)
Can compare with online leader boards
and charts, to show how they have done
in relation to their peers and friends
Also apps that encourage reflection that in
turn increase well-being and happiness
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Energy reduction

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The Tidy Street project


large-scale visualization of the streets
electricity usage
stenciled display on the road surface using chalk
provided realtime feedback that all could see change each day
reduced electricity consumption by 15%

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Phishing and trust


Web used to deceive people into parting with
personal details
e.g. Paypal, eBay and won the lottery letters

Allows Internet fraudsters to access their bank


accounts and draw money from them
Many vulnerable people fall for it
The art of deception is centuries old but internet
allows ever more ingenious ways to trick people
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Anthropomorphism
Attributing human-like qualities to inanimate objects
(e.g. cars, computers)
Well known phenomenon in advertising
Dancing butter, drinks, breakfast cereals
Much exploited in human-computer interaction
Make user experience more enjoyable, more
motivating, make people feel at ease, reduce
anxiety

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Which do you prefer?


1. As a welcome message
Hello Chris! Nice to see you again. Welcome
back. Now what were we doing last time? Oh
yes, exercise 5. Lets start again.
User 24, commence exercise 5.

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Which do you prefer?


2. Feedback when get something wrong
1. Now Chris, thats not right. You can do better
than that. Try again.
2. Incorrect. Try again.
Is there a difference as to what you prefer
depending on type of message? Why?
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Evidence to support anthropomorphism


Reeves and Naas (1996) found that
computers that flatter and praise users in
education software programs -> positive
impact on them
Your question makes an important and useful
distinction. Great job!
Students were more willing to continue with
exercises with this kind of feedback

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Criticism of anthropomorphism
Deceptive, make people feel anxious, inferior or stupid
People tend not to like screen characters that wave their
fingers at the user and say:
Now Chris, thats not right. You can do better than that.Try
again.
Many prefer the more impersonal:
Incorrect. Try again.
Studies have shown that personalized feedback is considered
to be less honest and makes users feel less responsible for
their actions (e.g. Quintanar, 1982)
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Virtual characters

Appearing on our screens in the form of:

Sales agents, characters in videogames,


learning companions, wizards, pets,
newsreaders

Provides a persona that is welcoming, has


personality and makes user feel involved
with them

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Disadvantages
Can lead people into false sense of belief,
enticing them to confide personal secrets with
chatterbots
Annoying and frustrating
e.g. Clippy

May not be trustworthy


virtual shop assistants?

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Virtual agents
What do the virtual agents do?
Do they elicit an emotional response in
you?
Do you trust them?
What is the style of interaction?
What facial expression do they have?
Are they believable, pushy, helpful?
Would it be different if they were male?
If so, how?
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What makes a virtual agent believable?


Believability refers to the extent to which
users come to believe an agents intentions
and personality
Appearance is very important
Are simple cartoon-like characters or more realistic characters, resembling
the human form more believable?

Behaviour is very important


How an agent moves, gestures and refers to objects on the screen
Exaggeration of facial expressions and gestures to show underlying
emotions (c.f. animation industry)

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Robot-like or cuddly?
Which do you prefer and why?

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Implications
Should we create products that adapt according
to peoples different emotional states?
When people are feeling angry should an interface
be more attentive and informative than when they
are happy?

Is Norman right?
designers can get away with more for products
intended to be used during leisure time than those
designed for serious tasks
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Summary
Emotional aspects of interaction design concerned with how to
facilitate certain states (e.g. pleasure) or avoid reactions (e.g.
frustration)
Well-designed interfaces can elicit good feelings in people
Aesthetically pleasing interfaces can be a pleasure to use
Expressive interfaces can provide reassuring feedback to users
Badly designed interfaces make people frustrated, annoyed, or
angry
Emotional technologies can be designed to persuade people to
change their behaviors or attitudes
Anthropomorphism is the attribution of human qualities to objects
Virtual agents and robot pets have been developed to make people
feel motivated, reassured, and in a good mood
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Chapter 6
INTERFACES

Overview
Interface types
highlight the main design and research issues
for each of the different interfaces

Consider which interface is best for a


given application or activity

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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)
Some are hard wired at keyboard, others can be
assigned to keys
Efficient, precise, and fast
Large overhead to learning set of commands

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Second Life command-based interface


for visually impaired users

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Research and design issues


Form, name types and structure are key
research questions
Consistency is most important design principle
e.g. always use first letter of command

Command interfaces popular for web scripting

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2. WIMP and GUI


Xerox Star first WIMP -> rise to GUIs
Windows
could be scrolled, stretched, overlapped, opened, closed, and moved around
the screen using the mouse

Icons
represented applications, objects, commands, and tools that were opened when
clicked on

Menus
offering lists of options that could be scrolled through and selected

Pointing device
a mouse controlling the cursor as a point of entry to the windows, menus, and
icons on the screen
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GUIs
Same basic building blocks as WIMPs but more
varied
Color, 3D, sound, animation,
Many types of menus, icons, windows

New graphical elements, e.g.


toolbars, docks, rollovers

Challenge now is to design GUIs that are best suited


for tablet, smartphone and smartwatch interfaces
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Windows
Windows were invented to overcome physical
constraints of a computer display
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
desired one
listing, iconising, shrinking are techniques that help
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Apples shrinking windows

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Safari panorama window view

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Selecting a country from a scrolling


window

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Is this method any better?

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Research and design issues


Window management
enables users to move fluidly between different
windows (and monitors)

How to switch attention between windows


without getting distracted
Design principles of spacing, grouping, and
simplicity should be used

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Menus
A number of menu interface styles
flat lists, drop-down, pop-up, contextual, and expanding ones,
e.g., scrolling and cascading

Flat menus
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
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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
Most popular are cascading ones
primary, secondary and even tertiary menus
downside is that they require precise mouse control
can result in overshooting or selecting wrong options

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Cascading menu

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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 in 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
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Windows Jump List Menu

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Research and design issues


What are best names/labels/phrases to use?
Placement in list is critical
Quit and save need to be far apart

Choice of menu to use determined by application


and type of system
flat menus are best for displaying a small number of
options at one time
expanding menus are good for showing a large
number of options
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Icon design
Icons are assumed to be easier to learn and
remember than commands
Can be designed to be compact and variably
positioned on a screen
Now pervasive in every interface
e.g. represent desktop objects, tools (e.g. paintbrush),
applications (e.g. web browser), and operations (e.g.
cut, paste, next, accept, change)

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Icons
Since the Xerox Star days icons have changed
in their look and feel:
black and white -> color, shadowing, photorealistic
images, 3D rendering, and animation

Many designed to be very detailed and animated


making them both visually attractive and
informative
GUIs now highly inviting, emotionally appealing,
and feel alive
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Icon forms
The mapping between the representation and underlying
referent can be:
similar (e.g., a picture of a file to represent the object file)
analogical (e.g., a picture of a pair of scissors to represent cut)
arbitrary (e.g., the use of an X to represent delete)

Most effective icons are similar ones


Many operations are actions making it more difficult to
represent them
use a combination of objects and symbols that capture the salient part of an
action
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Early icons

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Newer icons

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Simple flat 2D icons

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Activity
Sketch simple icons to represent the following
operations to appear on a digital camera screen:
Turn image 90 degrees sideways
Auto-enhance the image
Fix red-eye
Crop the image

Show them to someone else and see if they can


understand what each represents
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Basic edit icons on iPhone


Which is which?
Are they easy to understand
Are they distinguishable?
What representation forms
are used?
How do yours compare?

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Research and design issues


There is a wealth of resources now so do not
have to draw or invent new icons from scratch
guidelines, style guides, icon builders, libraries

Text labels can be used alongside icons to help


identification for small icon sets
For large icon sets (e.g. photo editing or word
processing) use rollovers

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3. Multimedia
Combines different media within a single
interface with various forms of interactivity
graphics, text, video, sound, and animations

Users click on links in an image or text

-> another part of the program


-> an animation or a video clip is played
->can return to where they were or move on to another
place

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BioBlast Multimedia Learning Environment

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Pros and cons


Facilitates rapid access to multiple representations of
information

Can provide better ways of presenting information than


can 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
Tendency to play video clips and animations, while
skimming through accompanying text or diagrams
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Research and design issues


How to design multimedia to help users explore,
keep track of, and integrate the multiple
representations
provide hands-on interactivities and simulations that the user has
to complete to solve a task
Use dynalinking, where information depicted in one window
explicitly changes in relation to what happens in another (Scaife
and Rogers, 1996).

Several guidelines that recommend how to


combine multiple media for different kinds of task
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4. Virtual reality
Computer-generated graphical simulations
providing:
the illusion of participation in a synthetic environment
rather than external observation of such an
environment (Gigante, 1993)

Provide new kinds of experience, enabling users


to interact with objects and navigate in 3D space
Create highly engaging user experiences

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Pros and cons


Can have a higher level of fidelity with objects they
represent compared to multimedia
Induces a sense of presence where someone is totally
engrossed by the experience
a state of consciousness, the (psychological) sense of being in
the virtual environment (Slater and Wilbur, 1999)

Provides different viewpoints: 1st and 3rd person


Head-mounted displays are uncomfortable to wear, and
can cause motion sickness and disorientation
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Research and design issues


Much research on how to design safe and realistic VRs to facilitate
training
e.g. flying simulators
help people overcome phobias (e.g. spiders, talking in public)

Design issues
how best to navigate through them (e.g. first versus third person)
how to control interactions and movements (e.g. use of head and body
movements)
how best to interact with information (e.g. use of keypads, pointing, joystick
buttons);
level of realism to aim for to engender a sense of presence
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Which is the most engaging game of


Snake?

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5. Information visualization and


dashboards
Computer-generated interactive graphics of complex data
Amplify human cognition, enabling users to see patterns,
trends, and anomalies in the visualization (Card et al, 1999)
Aim is to enhance discovery, decision-making, and
explanation of phenomena
Techniques include:
3D interactive maps that can be zoomed in and out of and which
present data via webs, trees, clusters, scatterplot diagrams, and
interconnected nodes

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Dashboards
Show screenshots of data updated over periods of
time - to be read at a glance
Usually not interactive - slices of data that depict
current state of a system or process
Need to provide digestible and legible information for
users
design its spatial layout so intuitive to read when first
looking at it
should also direct a users attention to anomalies or
unexpected deviations
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Which dashboard is best?

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Which dashboard is best?

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Research and design issues


Whether to use animation and/or interactivity
What form of coding to use, e.g. color or text
labels
Whether to use a 2D or 3D representational
format
What forms of navigation, e.g. zooming or
panning,
What kinds and how much additional information
to provide, e.g. rollovers or tables of text
What navigational metaphor to use
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6. Web
Early websites were largely text-based, providing
hyperlinks
Concern was with how best to structure information
to enable users to navigate and access it easily and
quickly
Nowadays, more emphasis on making pages
distinctive, striking, and pleasurable
Need to think of how to design information for multiplatforms - keyboard or touch?
e.g. smartphones, tablets, PCs
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Usability versus attractive?


Vanilla or multi-flavor design?
Ease of finding something versus aesthetic and enjoyable
experience

Web designers are:


thinking great literature

Users read the web like a:


billboard going by at 60 miles an hour (Krug, 2000)

Need to determine how to brand a web page to catch


and keep eyeballs
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In your face ads


Web advertising is often intrusive and
pervasive
Flashing, aggressive, persistent, annoying
Often need to be actioned to get rid of
What is the alternative?

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Research and design issues


Need to consider how best to design, present,
and structure information and system behavior
But also content and navigation are central
Veens (2001) design principles
(1)Where am I?
(2)Where can I go?
(3) Whats here?

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Activity
Look at the Nike.com website
What kind of website is it?
How does it contravene the design principles
outlined by Veen?
Does it matter?
What kind of user experience is it providing for?
What was your experience of engaging with it?
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7.

Consumer electronics and appliances

Everyday devices in home, public place, or car


e.g. washing machines, remotes, photocopiers, printers and
navigation systems)

And personal devices


e.g. MP3 player, digital clock and digital camera

Used for short periods


e.g. putting the washing on, watching a program, buying a ticket,
changing the time, taking a snapshot

Need to be usable with minimal, if any, learning


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A toaster

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Research and design issues


Need to design as transient interfaces with
short interactions
Simple interfaces
Consider trade-off between soft and hard
controls
e.g. buttons or keys, dials or scrolling

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8. Mobile
Handheld devices intended to be used while on the
move
Have become pervasive, increasingly used in all
aspects of everyday and working life
Apps running on mobiles have greatly expanded, e.g.

used in restaurants to take orders


car rentals to check in car returns
supermarkets for checking stock
in the streets for multi-user gaming
in education to support life-long learning

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The advent of the iPhone app


A whole new user experience that was
designed primarily for people to enjoy
many apps not designed for any need, want or use
but purely for idle moments to have some fun
e.g. iBeer developed by magician Steve Sheraton
ingenious use of the accelerometer that is inside the
phone

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iBeer app

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QR codes and cell phones

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Mobile challenges
Smaller screens, small number of physical keys and
restricted number of controls
Innovative physical designs including:
roller wheels, rocker dials, up/down lips on the face of
phones, 2-way and 4-way directional keypads, softkeys,
silk-screened buttons

Usability and preference varies


depends on the dexterity and commitment of the user

Smartphones overcome mobile physical


constraints through using multi-touch displays
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Research and design issues


Mobile interfaces can be tricky and
cumbersome to use for those with poor manual
dexterity or fat fingers
Key concern is hit area
area on the phone display that the user touches to
make something happen, such as a key, an icon, a
button or an app
space needs to be big enough for fat fingers to
accurately press
if too small the user may accidentally press the
wrong key
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9. 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
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Have speech interfaces come of age?

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Get me a human operator!


Most popular use of speech interfaces currently
is for call routing
Caller-led speech where users state their needs
in their own words
e.g. Im having problems with my voice mail

Idea is they are automatically forwarded to the


appropriate service
What is your experience of speech systems?
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Format
Directed dialogs are where the system is in control of the
conversation
Ask specific questions and require specific responses
More flexible systems allow the user to take the initiative:
e.g. Id like to go to Paris next Monday for two weeks.
More chance of error, since caller might assume that the
system is like a human
Guided prompts can help callers back on track
e.g. Sorry I did not get all that. Did you say you wanted to fly next
Monday?
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Research and design issues


How to design systems that can keep conversation on
track
help people navigate efficiently through a menu system
enable them to easily recover from errors
guide those who are vague or ambiguous in their requests
for information or services

Type of voice actor (e.g. male, female, neutral, or


dialect)
do people prefer to listen to and are more patient with a
female or male voice, a northern or southern accent?
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10. Pen
Enable people to write, draw, select, and move objects at
an interface using lightpens or styluses
capitalize on the well-honed drawing skills developed
from childhood

Digital pens, e.g. Anoto, use a combination of


ordinary ink pen with digital camera that digitally
records everything written with the pen on
special paper

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Pros and cons


Allows users to quickly and easily
annotate existing documents
Can be difficult to see options on the
screen because a users hand can
occlude part of it when writing
Can have lag and feel clunky

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11. Touch
Touch screens, such as walk-up kiosks, detect
the presence and location of a persons touch on
the display
Multi-touch support a range of more dynamic
finger tip actions, e.g. swiping, flicking, pinching,
pushing and tapping
Now used for many kinds of displays, such as
Smartphones, iPods, tablets and tabletops
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Research and design issues


More fluid and direct styles of interaction involving
freehand and pen-based gestures
Core design concerns include whether size, orientation,
and shape of touch displays effect collaboration
Much faster to scroll through wheels, carousels and bars
of thumbnail images or lists of options by finger flicking
More cumbersome, error-prone and slower to type using
a virtual keyboard on a touch display than using a
physical keyboard

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Research and design issues


Will fingerflicking, swiping,
stroking and
touching a
screen result in
new ways of
consuming,
reading, creating
and searching
digital content?
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12. Air-based gestures


Uses camera recognition, sensor and computer vision
techniques
can recognize peoples body, arm and hand gestures in a room
systems include Kinect

Movements are mapped onto a variety of gaming


motions, such as swinging, bowling, hitting and punching
Players represented on the screen as avatars doing
same actions

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Home entertainment

Universal
appeal
young
children,
grandparent
s,
professional
gamers,
technophob
es

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Gestures in the operating theatre


A touchless system
that recognizes
gestures
surgeons can
interact with and
manipulate MRI or
CT images
e.g. two-handed
gestures for
zooming and
panning
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Research and design issues


How does computer recognize and
delineate users gestures?
Deictic and hand waving

Does holding a control device feel more


intuitive than controller free gestures?
For gaming, exercising, dancing

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13. Haptic
Tactile feedback
applying vibration and forces to a persons body, using
actuators that are embedded in their clothing or a
device they are carrying, such as a smartphone

Can enrich user experience or nudge them to


correct error
Can also be used to simulate the sense of touch
between remote people who want to communicate
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Realtime vibrotactile feedback


Provides nudges when
playing incorrectly
Uses motion capture
Nudges are vibrations
on arms and hands

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Research and design issues


Where best to place actuators on body
Whether to use single or sequence of touches
When to buzz and how intense
How does the wearer feel it in different contexts?
What kind of new smartphones/smart-watches
apps can use vibrotactile creatively?
e.g. slow tapping to feel like water dropping that is
meant to indicate it is about to rain and heavy tapping to
indicate a thunderstorm is looming
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14. Multi-modal
Meant to provide enriched and complex
user experiences
multiplying how information is experienced and
detected using different modalities, i.e. touch, sight,
sound, speech
support more flexible, efficient, and expressive means
of humancomputer interaction
Most common is speech and vision
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Research and design issues


Need to recognize and analyse speech,
gesture, and eye gaze
What is gained from combining different
input and outputs
Is talking and gesturing, as humans do
with other humans, a natural way of
interacting with a computer?
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15. Shareable
Shareable interfaces are designed for more than
one person to use
provide multiple inputs and sometimes allow
simultaneous input by co-located groups
large wall displays where people use their own pens
or gestures
interactive tabletops where small groups interact with
information using their fingertips
e.g. DiamondTouch, Smart Table and Surface
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A smartboard

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DiamondTouch Tabletop

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Advantages
Provide a large interactional space that can
support flexible group working
Can be used by multiple users
Can point to and touch information being displayed
Simultaneously view the interactions and have same
shared point of reference as others

Can support more equitable participation


compared with groups using single PC

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Research and design issues


More fluid and direct styles of interaction involving
freehand and pen-based gestures
Core design concerns include whether size,
orientation, and shape of the display have an effect on
collaboration
Horizontal surfaces compared with vertical ones
support more turn-taking and collaborative working in
co-located groups
Providing larger-sized tabletops does not improve
group working but encourages more division of labor
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16. Tangible
Type of sensor-based interaction, where
physical objects, e.g., bricks, are coupled with
digital representations
When a person manipulates the physical
object/s it causes a digital effect to occur, e.g. an
animation
Digital effects can take place in a number of
media and places or can be embedded in the
physical object
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Examples
Chromarium cubes
when turned over digital animations of color are mixed on an adjacent wall
faciliates creativity and collaborative exploration

Flow Blocks
depict changing numbers and lights embedded in the blocks
vary depending on how they are connected together

Urp
physical models of buildings moved around on tabletop
used in combination with tokens for wind and shadows -> digital shadows
surrounding them to change over time
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Benefits
Can be held in both hands and combined and manipulated
in ways not possible using other interfaces
allows for more than one person to explore the interface together
objects can be placed on top of each other, beside each other, and
inside each other
encourages different ways of representing and exploring a problem
space

People are able to see and understand situations differently


can lead to greater insight, learning, and problem-solving than with
other kinds of interfaces
can facilitate creativity and reflection
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VoxBox

A tangible system that gathers opinions at events through playful


and engaging interaction (Goldsteijn et al, 2015)

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Research and design issues


Develop new conceptual frameworks that identify novel and specific
features
The kind of coupling to use between the physical action and digital effect
If it is to support learning then an explicit mapping between action and effect is
critical
If it is for entertainment then can be better to design it to be more implicit and
unexpected

What kind of physical artifact to use


Bricks, cubes, and other component sets are most commonly used because of
flexibility and simplicity
Stickies and cardboard tokens can also be used for placing material onto a surface

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17. Augmented and mixed reality


Augmented reality - virtual representations are
superimposed on physical devices and objects
Mixed reality - views of the real world are
combined with views of a virtual environment
Many applications including medicine, games,
flying, and everyday exploring

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Examples
In medicine
virtual objects, e.g. X-rays and scans, are overlaid on part of a
patients body
aid the physicians understanding of what is being examined
or operated

In air traffic control


dynamic information about aircraft overlaid on a video screen
showing the real planes, etc. landing, taking off, and taxiing
Helps identify planes difficult to make out
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An augmented map

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Top Gear James May in AR


Appears as a 3D character to act as personal tour
guide at Science Museum

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Research and design issues


What kind of digital augmentation?
When and where in physical environment?
Needs to stand out but not distract from ongoing task
Need to be able to align with real world objects

What kind of device?


Smartphone, head up display or other?

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18.Wearables
First developments were head- and eyewear-mounted
cameras that enabled user to record what was seen and
to access digital information
Since, jewellery, head-mounted caps, smart fabrics,
glasses, shoes, and jackets have all been used
provide the user with a means of interacting with digital
information while on the move

Applications include automatic diaries, tour guides,


cycle indicators and fashion clothing

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Google Glass: short-lived

What were the pros and cons?


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Research and design issues


Comfort
needs to be light, small, not get in the way, fashionable, and preferably hidden
in the clothing

Hygiene
is it possible to wash or clean the clothing once worn?

Ease of wear
how easy is it to remove the electronic gadgetry and replace it?

Usability
how does the user control the devices that are embedded in the clothing?
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19. Robots and drones


Four types of robot
remote robots used in hazardous settings
domestic robots helping around the house
pet robots as human companions
sociable robots that work collaboratively with humans,
and communicate and socialize with them as if they
were our peers

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Advantages
Pet robots are assumed to have therapeutic qualities,
helping to reduce stress and loneliness
Remote robots can be controlled to investigate bombs
and other dangerous materials

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Drones
Unmanned aircraft that are controlled remotely and used in a
number of contexts
e.g. entertainment, such as carrying drinks and food to people at festivals
and parties;
agricultural applications, such as flying them over vineyards and fields to
collect data that is useful to farmers
helping to track poachers in wildlife parks in Africa

Can fly low and and stream photos to a ground station, where
images can be stitched together into maps
Can be used to determine the health of a crop or when it is the best
time to harvest the crop
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Drone in vineyard

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Research and design issues


How do humans react to physical robots designed to exhibit
behaviors (e.g. making facial expressions) compared with
virtual ones?
Should robots be designed to be human-like or look like and
behave like robots that serve a clearly defined purpose?
Should the interaction be designed to enable people to
interact with the robot as if it was another human being or
more human-computer-like (e.g. pressing buttons to issue
commands)?
Is it acceptable to use unmanned drones to take a series of
images or videos of fields, towns, and private property without
permission or people knowing what is happening?
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20. Brain-computer interfaces


Braincomputer interfaces (BCI) provide a communication
pathway between a persons brain waves and an external
device, such as a cursor on a screen
Person is trained to concentrate on the task, e.g. moving the
cursor
BCIs work through detecting changes in the neural
functioning in the brain
BCIs apps:
Games
enable people who are paralysed to control robots
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Brainball game

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Which interface?
Is multimedia better than tangible interfaces for learning?
Is speech as effective as a command-based interface?
Is a multimodal interface more effective than a monomodal
interface?
Will wearable interfaces be better than mobile interfaces for
helping people find information in foreign cities?
Are virtual environments the ultimate interface for playing
games?

Will shareable interfaces be better at supporting communication


and collaboration compared with using networked desktop PCs?
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Which interface?
Will depend on task, users, context, cost,
robustness, etc.
Mobile platforms taking over from PCs
Speech interfaces also being used much
more for a variety of commercial services
Appliance and vehicle interfaces becoming
more important
Shareable and tangible interfaces entering
our homes, schools, public places, and
workplaces
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Summary
Many innovative interfaces have emerged post the
WIMP/GUI era, including speech, wearable,
mobile, brain and tangible
Raises many design and research questions to
decide which to use
e.g. how best to represent information to the user so
they can carry out ongoing activity or task

New interfaces that are context-aware or monitor


raise ethical issues concerned with what data is
being collected and what it is used for
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