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Human Computer Interface Unit-5

UNIT-V

Software tools


Specification Methods

  • Design requires a good notation to record and discuss alternate possibilities:

    • The default language for specifications in any field is  natural language, e.g., English

    • Communication medium, e.g., sketchpad, or blackboard

  • Natural-language specifications tend to be:

    • lengthy

    • vague

    • ambiguous

  • Therefore, often are difficult to prove:

    • correct

    • consistent

    • complete

  • Backus-Naur Form (a.k.a. Backus Normal Form or BNF)

    • high-level components are described as non terminal

    • specific strings are described as terminals

  • Grammars Example

<Telephone book entry>:= <Name><Telephone number>

<Name> ::=< Last name>, <First name>

<Last name> ::=< string>

<First name> ::=< string>

<String> ::=< character>|<character><string>

<Character>:= A|B|C|D|E|F|G|H|I|J|K|L|M|N|O|P|Q|R|S|T|U|V|W|X|Y|Z

<Telephone number>:= (<area code>) <exchange>-<local number>

<Area code> ::=< digit><digit><digit>

<Exchange> ::=< digit><digit><digit>

<Local number>:= <digit><digit><digit><digit><digit>:= 0|1|2|3|4|5|6|7|8|9

  • Examples of acceptable entries

-WASHINGTON, GEORGE (301)555-1234

-BEEF, STU (726)768-7878





-A, Z (999)111-1111


  • Multiparty grammars

<Session> ::=< U: Opening><C: Responding>

<U: Opening>:= LOGIN <U: Name>

<U: Name> ::=< U: string>

<C: Responding>:= HELLO [<U: Name.]


U: User C: Computer


  • Multiparty grammars are effective for text oriented command sequences

  • Transition Diagram

    • a set of nodes that represents system states and a set of links between the nodes that represents possible transitions

  • State Charts


Interface-Building Tools:

Features of Interface-Building Tools.


  • User Interface Independence

    • Separate interface design from internals

    • Enable multiple user interface strategies

    • Enable multiple platform support

    • Establish user interface architect role

    • Enforce standards

  • Methodology & Notation

    • Develop design procedures

    • Find ways to talk about design

    • Create project management

  • Rapid Prototyping

    • Try out ideas very early

    • Test, revise, test, revise, ...

    • Engage end users, managers, and others

  • Software Support

    • Increase productivity

    • Offer some constraint & consistency checks

    • Facilitate team approaches

    • Ease maintenance

User interface mockup tools

  • Examples

    • Paper and pencil

    • Word processors

    • Slide-show software

    • Macromedia Director, Flash mix, or Dreamweaver

  • Visual Editing

    • Microsoft Visual Studio

    • Borland J Builder

Finding the right tool is a tradeoff between six main criteria:


  • Part of the application built using the tool.

  • Learning time

  • Building time

  • Methodology imposed or advised

  • Communication with other subsystems

  • Extensibility and modularity


Interaction Devices- Keyboard Layouts QWERTY layout

  • 1870 Christopher Latham Sholes

  • good mechanical design and a clever placement of the letters that slowed down the users enough that key jamming was infrequent

  • put frequently used letter pairs far apart, thereby increasing finger travel distances


Dvorak layout

1920

  • reduces finger travel distances by at least one order of magnitude

  • Acceptance has been slow despite the dedicated efforts of some devotees

  • it takes about 1 week of regular typing to make the switch, but most users have been unwilling to invest the effort


ABCDE style

  • 26 letters of the alphabet laid out in alphabetical order no typists will find it easier to locate the keys

Additional keyboard issues

  • IBM PC keyboard was widely criticized because of the placement of a few keys

    • backslash key where most typists expect SHIFT key

    • placement of several special characters near the ENTER key

  • Number pad layout

  • wrist and hand placement

Keys

  • 1/2 inch square keys

  • 1/4 inch spacing between keys

  • slight concave surface

  • matte finish to reduce glare finger slippage

  • 40- to 125-gram force to activate

  • 3 to 5 millimeters displacement

  • tactile and audible feedback important

    • certain keys should be larger (e.g. ENTER, SHIFT,CTRL)

    • some keys require state indicator, such as lowered position or light indicator (e.g. CAPS LOCK)

    • key labels should be large, meaningful, permanent

    • some "home" keys may have additional features, such as deeper cavity or small raised dot, to help user locate their fingers properly (caution - no standard for this)


Function keys

  • users must either remember each key's function, identify them from the

screen's display, or use a template over the keys in order to identify them properly

  • can reduce number of keystrokes and errors

  • meaning of each key can change with each application placement on keyboard can affect efficient use

  • special purpose displays often embed function keys in monitor bezel

  • lights next to keys used to indicate availability of the function, or on/off status

  • Typically, simply labeled F1, F2, etc, though some may also have meaningful labels, such as CUT, COPY, etc.

  • frequent movement between keyboard home position and mouse or function keys can be disruptive to use

  • alternative is to use closer keys (e.g. ALT or CTRL) and one letter to indicate special function


Cursor movement keys

  • up, down, left, right

  • some keyboards also provide diagonals

  • best layout is natural positions

  • inverted-T positioning allows users to place their middle three fingers in a way that reduces hand and finger movement

  • cross arrangement better for novices than linear or box

  • typically include typeamatic (auto-repeat)feature

  • important for form-fill-in and direct manipulation

  • Other movements may be performed with other keys, such as TAB, ENTER, HOME, etc.

Keyboard and keypads for small devices

  • Wireless or foldable keyboards

  • Virtual keyboards

  • Cloth keyboards

  • Soft keys

  • Pens and touch screens






Pointing Devices

Pointing devices are applicable in six types of interaction tasks:

  1. Select:

    • User chooses from a set of items.

    • Used for traditional menu selection, identification of a file in a directory, or marking of a part in an automobile design.

  2. Position:

    • User chooses a point in a one-, two-, three-, or higher-dimensional space

    • Used to create a drawing, to place a new window, or to drag a block of text in a figure.

  3. Orient:

    • User chooses a direction in a two-, three-, or higher-dimensional space.

    • Direction may simply rotate a symbol on the screen, indicate a direction of motion for a spaceship, or control the operation of a robot arm.

  4. Path:

    • User rapidly performs a series of position and orient operations.

    • May be realized as a curving line in a drawing program, the instructions for a cloth cutting machine, or the route on a map.

  5. Quantify:

    • User specifies a numeric value.

    • Usually a one-dimensional selection of integer or real values to set parameters, such as the page number in a document, the velocity of a ship, or the amplitude of a sound.

  6. Text:

    • User enters, moves, and edits text in a two-dimensional space. The

    • Pointing device indicates the location of an insertion, deletion, or change.

    • More elaborate tasks, such as centering; margin setting; font sizes; highlighting, such as boldface or underscore; and page layout.

Direct-control pointing devices light pen

  • enabled users to point to a spot on a screen and to perform a select, position, or another task

  • it allows direct control by pointing to a spot on the display

  • incorporates a button for the user to press when the cursor is resting on the desired spot on the screen

  • light pen has three disadvantages: users' hands obscured part of the screen, users had to remove their hands from the keyboard, and users

had to pick up the light pen


Touch screen

  • allows direct control touches on the screen using a finger

  • early designs were rightly criticized for causing fatigue, hand- obscuring-the- screen, hand-off-keyboard, imprecise pointing, and the eventual smudging of the display

  • lift-off strategy enables users to point at a single pixel

  • the users touch the surface

  • then see a cursor that they can drag around on the display

  • when the users are satisfied with the position, they lift their fingers off the display to activate

  • can produce varied displays to suit the task

  • are fabricated integrally with display surfaces


Tablet PCs and Mobile Devices:

  • Natural to point on the LCD surface

  • Stylus

  • Keep context in view

  • Pick up & put down stylus

  • Gestures and handwriting recognition

Indirect pointing devices

  • mouse

  • the hand rests in a comfortable position, buttons on the mouse are easily pressed, even long motions can be rapid, and positioning can be precise

  • trackball

  • usually implemented as a rotating ball 1 to 6 inches in diameter that moves cursor

  • joystick

    • are appealing for tracking purposes


• Graphics tablet

– A touch-sensitive surface separate from the screen


• Touchpad

  • built-in near the keyboard offers the convenience and precision of a touch screen while keeping the user's hand off the display surface

  • Human-factors variables

    • speed of motion for short and long distances

    • accuracy of positioning

    • error rates

    • learning time

    • user satisfaction

  • Other variables

    • cost

    • durability

    • space requirements

    • weight

    • left- versus right-hand use

    • likelihood to cause repetitive-strain injury

    • compatibility with other systems

Comparison of pointing devices

  • Some results

  • direct pointing devices faster, but less accurate

  • graphics tablets are appealing when user can remain with device for long periods without switching to keyboard

  • mouse is faster than isometric joystick

  • for tasks that mix typing and pointing, cursor keys a faster and are preferred by users to a mouse

  • muscular strain is low for cursor keys

  • Fit’s Law

  • Index of difficulty = log2 (2D /W)

  • Time to point = C1 + C2 (index of difficulty)

  • C1 and C2 and constants that depend on the device

  • Index of difficulty is log2 (2*8/1) = log2(16) = 4bits

  • A three-component equation was thus more suited for the high-precision pointing task:

  • Time for precision pointing = C1 + C2 (index of difficulty) + C3 log2 (C4 /W)

Novel devices

  • Foot controls

  • Eye-tracking

  • Multiple-degrees-of-freedom devices

  • Data Glove

  • Hap tic feedback

  • Bimanual input

  • Ubiquitous computing and tangible user interfaces

  • Handheld devices


Speech and auditory interfaces

  • Speech recognition still does not match the fantasy of science fiction:

    • demands of user's working memory

    • background noise problematic

    • variations in user speech performance impacts effectiveness

    • most useful in specific applications, such as to benefit handicapped users

  • Discrete word recognition

  • recognize individual words spoken by a specific person; can work with 90- to98- percent reliability for 20 to 200-wordvocabularies

  • Speaker-dependent training, in which the user repeats the full vocabulary once or twice

  • Speaker-independent systems are beginning to be reliable enough for certain commercial applications

  • been successful in enabling bedridden, paralyzed, or otherwise disabled people

  • also useful in applications with at least one of the following conditions:

    • speaker's hands are occupied

    • mobility is required

    • speaker's eyes are occupied

    • harsh or cramped conditions preclude use of keyboard

  • voice-controlled editor versus keyboard editor

    • lower task-completion rate

    • lower error rate

  • use can disrupt problem solving

  • Continuous-speech recognition

    • Not generally available:

      • difficulty in recognizing boundaries between spoken words

  • normal speech patterns blur boundaries

  • many potentially useful applications if perfected

  • Speech store and forward

    • Voice mail user scan

      • receive messages

      • replay messages

      • reply to caller

      • forward messages to other users, delete messages

      • archive messages

  • Systems are low cost and reliable.

  • Voice information systems

    • Stored speech commonly used to provide information about tourist sites, government services, after-hours messages for organizations

    • Low cost

    • Voice prompts

    • Deep and complex menus frustrating

    • Slow pace of voice output, ephemeral nature of speech, scanning and searching problems

    • Voicemail

    • Handheld voice recorders

    • Audio books

    • Instructional systems

  • Speech generation

    • Michaels and Wiggins (1982) suggest that speech generation is "frequently preferable" under these circumstances:


  • The message is simple.

  • The message is short.

  • The message will not be referred to later.

  • The message deals with events in time.

  • The message requires an immediate response.

  • The visual channels of communication are overloaded.

  • The environment is too brightly lit, too poorly lit, subject to severe vibration, or otherwise unsuitable for transmission of visual information.

  • The user must be free to move around.

  • The user is subjected to high G forces or anoxia

Audio tones, audio libation, and music

  • Sound feedback can be important:

    • to confirmations

    • offer warning

    • for visually impaired users

    • music used to provide mood context, e.g. in games

    • can provide unique opportunities for user, e.g. with simulating various musical instruments


Displays – Small and Large

  • The display has become the primary source of feedback to the user from the computer

  • The display has many important features, including:

  • Physical dimensions (usually the diagonal dimension and depth)

  • Resolution (the number of pixels available)

  • Number of available colors, color correctness

  • Luminance, contrast, and glare

  • Power consumption

  • Refresh rates (sufficient to allow animation and video)

  • Cost

  • Reliability

Usage characteristics distinguish displays:

  • Portability

  • Privacy

  • Saliency

  • Ubiquity

  • Simultaneity Display technology

  • Monochrome displays

  • are adequate, and are attractive because of their lower cost

  • RGB shadow-mask displays

  • small dots of red, green, and blue phosphors packed closely

  • Raster-scan cathode-ray tube(CRT)

  • electron beam sweeping out lines of dots to form letters

  • refresh rates 30 to 70 per second

  • Liquid-crystal displays(LCDs)

  • voltage changes influence the polarization of tiny capsules of liquid crystals

  • flicker-free

  • size of the capsules limits the resolution

  • Plasma panel

  • rows of horizontal wires are slightly separated from vertical wires by small glass-enclosed capsules of neon-based gases

  • Light-emitting diodes(LEDs)

  • certain diodes emit light when a voltage is applied

  • arrays of these small diodes can be assembled to display characters

  • Electronic ink

  • Paper like resolution

  • Tiny capsules with negatively and positively charged particles

  • Braille displays

  • Pins provide output for the blind

  • Large displays

  • Informational wall displays

  • Interactive wall displays

  • Multiple desktop displays

  • Heads-up and helmet mounted displays

  • A heads-up display can, for instance, project information on a partially silvered widescreen of an airplane or car

  • A helmet/head mounted display (HMD) moves the image with the user

  • 3D images

Mobile device displays

  • Currently mobile devices used for brief tasks, except for game playing

  • Optimize for repetitive tasks

  • Custom designs to take advantage of every pixel

  • Data Lens allows compact overviews

  • Web browsing difficult

  • Okay for linear reading, but making comparisons can be difficult

Animation, image, and video

  • Accelerated graphics hardware

  • More information shared and downloaded on the web

  • Scanning of images and OCR

  • Digital video

  • CDROMS and DVDs

  • Compression and decompression through MPEG

  • Computer-based videoconferencing

Printers

  • Important criteria for printers:

  • Speed

  • Print quality

  • Cost

  • Compactness

  • Quiet operation

  • Use of ordinary paper (fan folded or single sheet)

  • Character set

  • Variety of typefaces, fonts, and sizes

  • Highlighting techniques (boldface, underscore, and soon)

  • Support for special forms (printed forms, different lengths, and soon)

  • Reliability

  • dot-matrix printers

  • print more than 200 characters per second, have multiple fonts, can print boldface, use variable width and size, and have graphics capabilities

  • inkjet printers

  • offer quiet operation and high-quality output

  • thermal printers or fax machines

  • offer quiet, compact, and inexpensive output on specially coated papers

  • laser printers

  • operate at 30,000 lines per minute

  • color printers

  • allow users to produce hardcopy output of color graphics, usually by an inkjet approach with three colored and black inks

  • photographic printers

  • allow the creation of 35-millimeter or larger slides (transparencies) and photographic prints

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