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Interaction Devices & Menu, Form

The document outlines guidelines for interaction devices and menu/form fill-in strategies based on user interface design principles. It discusses various input devices, including keyboards, pointing devices, and speech interfaces, highlighting their usability, advantages, and limitations. Additionally, it provides recommendations for effective menu organization and form design to enhance user experience.
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0% found this document useful (0 votes)
9 views40 pages

Interaction Devices & Menu, Form

The document outlines guidelines for interaction devices and menu/form fill-in strategies based on user interface design principles. It discusses various input devices, including keyboards, pointing devices, and speech interfaces, highlighting their usability, advantages, and limitations. Additionally, it provides recommendations for effective menu organization and form design to enhance user experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Interaction Devices & Menu, Form

Fill-in Guidelines

CS4HC3 / SE4HC3/ SE6DO3


Fall 2011

Instructor: Kevin Browne


[email protected]

Slide content is based heavily on Chapter 6 & 8 of the textbook:


Designing the User Interface: Strategies for Effective Human-Computer
Interaction / 5th edition, by Ben Schneiderman & Catherine Plaisant
Interaction Devices
● Some old standards likely to hand around
“forever”
● QWERTY keyboard is unlikely to be displaced as
the the dominant method of text input
● But interaction devices and interfaces have
scaled in bandwidth much like computer power
has scaled
● Command line to GUI
● Exciting things happening lately in interaction
devices, or just more of the same old lab
concepts being tossed around again?
Interaction Devices
● In the lab...
● Wearable devices
● Gestural input
● Eye-trackers
● Data gloves
● Brain controlled interfaces
● Video camera sensors
● Context-aware computing via mobile devices and
GPS
Keyboards and Keypads
● Still dominant input devices
● Hundreds of millions of users
● Much criticized...
● Beginners: 1 keystroke per second
● Office workers: 5 keystrokes per second
● Approx. 50 words per minute
● Top users: 15 keystrokes per second
● Approx. 150 words per minute
Keyboards and Keypads
● Generally allow for one key to be pressed at a
time
● But sometimes special functions involve two keys
being pressed at the same time
● e.g. Shift + Letter for a capital letter
● Allowing multiple keys to be pressed at the
same time can allow for rapid data entry
● Multiple keys called a “chord”, represent entire
words typically
● Used in courtrooms to transcribe testimony
● Up to 300 words per minute has ben recorded
Keyboards and Keypads
● Large keyboards with lots of keys
● Expert users like them
● But may scare away novices
● One handed keyboards
● For simultaneous data entry and manipulation of
physical objects
Keyboards and Keypads
● In the 19th century there were many different
types of layouts for keyboards, no real standard
● QWERTY
● Put frequently used letter pairs apart to increase
finger travelling distance, slowed down users
enough that key jamming was infrequent
● Alternatives proposed after electronic
computers and keyboards were invented
● Dvorak layout
● Affords 150-200 words per minute, reduced errors
● Failed to catch on, learnability\universal
Keyboards and Keypads
● ABCDE layout?
● Seems appealing for novices
● But no benefit over QWERTY keyboards
● Users can feel insulted if presented with this
layout...
● Number pad layout?
● Telephones have 1-2-3 on the top row
● Calculators have 7-8-9 on the top row
● Studies show their is a slight advantage to the
telephone layout
● Most computers use calculator layout
Keyboards and Keypads
● Ergonomic keyboards to reduce injury?
● No consensus in the literature as to whether these
actually improve anything at all
● Universal usability?
● Users with arthritis
● Interfaces which control a cursor, select a key
Keyboards and Keypads
● Key surfaces are usually slightly concave
● Reduce finger slips
● Keypresses typically require 40-125 gram force,
displacement of 1-4 millimetres
● Reduces errors
● Provides suitable feedback to users
● Keypresses often come with a light click
● Tactile and audible feedback
● T-shape of cursor keys to allow for rapid
movement
Keyboards and Keypads
● Projected keyboards? Cloth keyboards?
● Seemed promising
● Users rejected them though, not enough feedback
● Mobile devices may many different standards of
keyboards
● Crunch together letters\numbers on less than
standard amount of keys
● Word recognition software common
Pointing Devices
● Often preferable to keyboards...
● Users don't have to learn commands
● Typographic errors reduced relative to keyboard
● Users can maintain attention on to the display
● Can classify the in a number of ways...
● Rotation or linear movement
● Dimension(s) of movement
● Relative vs absolute positioning
Pointing Devices
● Pointing tasks
● Select
– Selecting an item from a set
– e.g. selecting from a menu
● Position
– Point to a position in space
– e.g. moving cursor over a link
● Orient
– Specify a direction in space
– e.g. decide the direction of an arrow
Pointing Devices
● Pointing tasks
● Path
– Series of position and\or orientation tasks
– e.g. Creating a free form line in a drawing program
● Quantify
– Specifying a number
– e.g. manipulating a 1D selection tool for numbers
● Gesture
– Swipe motions
– e.g. quick back-and-forth to erase
● Text
– Text editing in 2D
Pointing Devices
● Direct control
● User directly controls the pointing on the screen
surface
● e.g. touchscreen or stylus
● Claim: easier to learn
● May hide display during usage (hand in the way)
● Indirect control
● User controls pointing away from the screen surface
● e.g. mouse, joystick, etc.
● Claim: take more time to learn
Direct-control Pointing Devices
● Lighten, touch screen, stylus
● e.g. light pen
● Works under same principles as “light gun”
● Touchscreens often integrated into public-
access devices
● Less learning involved
● Robust: No moving parts!
● e.g. Walt Disney World - only touchscreens have
prevailed long term
● Arm fatigue issue
– Solution: tilt screen, provide arm rest
Direct-control Pointing Devices
● Early touch screens were poor quality
● Imprecise pointing
● Now high precision
● As a result, has filtered into many new application
domains... military, banking, medical, consumer
mobile, etc.
● Stylus?
● Familiar and comfortable to users
– Especially as a method of writing
● Problem: require physical stylus, must be picked up
put down, and stored
Indirect-control Pointing Devices
● Eliminates certain issues:
● Hand-fatigue
● Obscuring the screen space
● Introduces other issues:
● More cognitive processing
● Hand-eye co-ordination
● Moving part to break
● Space required for indirect device itself
– e.g. mousepad
Indirect-control Pointing Device
● Mouse
● Long motions with small finger movements
● Must grab mouse, desk space is consumed
● Wired mouse: cord may get in the way
● Variety of technologies, designs
● Physical, optical, acoustical
● Placement of sensors
● Wheel for scrolling
Indirect-control Pointing Device
● Trackball
● “upside-down mouse”
● Rotating ball
● Moves cursor on screen
● Can be made very wear-resistant
● Joystick
● Found in aircraft-control, earlier video games
● Many variations, versions
– Stick lengths, extra buttons
Indirect-control Pointing Device
● Directional pad (i.e. D-Pad)
● Video game console origins
● 4 directional arrows arranges in a cross
● Trackpoint
● Small isometric joystick embedded in keyboards
● Between letter G and H
● Doesn't move, sensitive to pressure
● Very effective for applications which require
switching between pointing and typing
● e.g. word processing (business-focused Leveno
laptops!)
Indirect-control Pointing Device
● Touchpad
● Like touch screen input, but with users' hands off of
the screen
● Often built in below keyboard on laptops, substitute
for mouse
● Graphics tablet
● Touch-sensitive surface
● Usually laid out on desktop
● Fingers, stylus, used to touch screen
Speech and Auditory Interfaces
● Dream in earlier Sci-Fi
● Complex in reality
● Reduced role in more recent Sci-Fi
● Issues:
● Recognition
● Generation
● Processing
Speech and Auditory Interfaces
● Speech
● Limited load on users' working memory than
hand/eye co-ordination
● Speech recognition
● More difficult than speech store and speech
generation
● Speech output
● Worse bandwidth than visuals
● Difficulty scanning\searching
Speech and Auditory Interfaces
● Discrete-word recognition
● Recognizing individual words spoken by a specific
person
● Speaker-dependent training vs. speaker-
independent systems
● Speech interfaces tend to have specific
application areas where they are successful
● e.g. speaker's hands are busy (Xbox, Car systems)
● Common computing applications?
● Speech interfaces tend to perform poorly
Speech and Auditory Interfaces
● Continuous-speech recognition
● Interpretation of phrases and sentences
● e.g.speech-dictation products
● Issues
● Recognizing boundaries between spoken words
● Divers accents
● Variable speaking rates
● Disruptive background noise
● Emotions
Speech and Auditory Interfaces
● Voice information systems
● aka Interactive Voice Response
● Voice used to access information
● Seen with telephone information systems, personal
voicemail systems
Speech and Auditory Interfaces
● Opportunities
● When users have vision impairments
● When the speaker's hands are busy
● When mobility is required
● When the speaker's eyes are occupied
● When harsh or cramped condition preclude use of
the keyboard
Speech and Auditory Interfaces
● Technologies
● Speech store and forward
● Discrete-word recognition
● Continuous-speech recognition
● Voice information systems
● Speech generation
Speech and Auditory Interfaces
● Obstacles to speech recognition
● Increased cognitive load compared to pointing
● Interference from noisy environments
● Unstable recognitions across changing users,
environments, and time
Speech and Auditory Interfaces
● Obstacles to speech output
● Slow place of speech output when compared to
visual displays
● Ephemeral (def: existing only for a brief time) nature
of speech
● Difficulty in scanning/searching
Displays - Small and Large
● Display characteristics:
● Physical dimensions
● Resolution (number of pixels available)
● Number of available colours
● Luminance, contrast, glare
● Power consumption
● Refresh rates
● Cost
● Reliability
Displays - Small and Large
● Usability properties
● Portability
● Privacy
● Saliency
● Ubiquity
● Simultaneity
Displays - Small and Large
● Display technologies:
● Raster-scan cathode-ray tubes (CRT)
● Liquid crystal displays (LCD)
● Light-emitting diodes (LEDs)
● Some more standard display types...
● Desktop monitors 15-30”
● Laptop monitors 10-21”
● Mobile device displays
Displays - Small and Large
● Newer or less standard display types:
● Information walls (perhaps interactive)
● Digital white boards
● Multiple-desktop displays
– Useful for creativity applications
● Heads-up displays
– On windshield of airplane o car
● Head-mounted display (HMD)
– Virtual reality
Menu Selection Guidelines
● Use task semantics to organize menus (single,
linear sequence, tree structure, acyclic and
cyclic networks)
● Prefer broad-shallow to narrow-deep
● Show position by graphics, numbers or titles
● Use items as titles for subtrees
● Group items meaningfully
● Use brief items; begin with the keyboard
● Use consistent grammar, layout and
terminology
Menu Selection Guidelines
● Allow type ahead, jump ahead, or other
shortcuts
● Enable jumps to previous and main menu
● Consider online help, novel selection
mechanism and optimal response time, display
rate and screen size
Form Fill-in Guidelines
● Meaningful title
● Comprehensible instructions
● Logical grouping and sequencing of fields
● Visually appealing layout of the form
● Familiar field labels
● Consistent terminology and abbreviations
● Visible space and boundaries for data-entry
fields
● Convenient cursor movement
Form Fill-in Guidelines
● Error correction for individual characters and
entire fields
● Error prevention where possible
● Error messages for unacceptable values
● Marking of required fields
● Explanatory messages for fields
● Completion signal to support user control
References
Designing the User Interface: Strategies for Effective Human-Computer Interaction / 5th edition, by Ben Schneiderman & Catherine
Plaisant (2010)

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