UbiCom Book Slides Chapter 5 Human Computer Interaction Stefan Poslad http://www.eecs.qmul.ac.uk/people/stefan/ubicom Ubiquitous computing: smart devices, environments and interaction 1 HCI: Overview This part (a) first discusses: • What is Human Computer Interaction or Interfaces (HCI) and why we need good HCI for human interactive systems? • What is a sub-type of HCI, implicit HCI (iHCI), how is it differentiated from conventional explicit HCI (eHCI) and why do we need this to enhance pervasive computing? • How to use eHCI in some common types of device? • How to use iHCI in (mobile and static) devices that are not permanently attached to humans? • How to use iHCI in (mobile and static) devices that accompany humans through being surface-mounted (wearable) or embedded (implants) Ubiquitous computing: smart devices, environments and interaction 2 Chapter 5 Related Links • iHCI is a type of context-awareness for the human environment (Chapter 7) • Human behaviour models of intelligence (Chapter 8) • Social & other consequences of making devices more human and more intelligent (Chapter 12) Ubiquitous computing: smart devices, environments and interaction 3 HCI: Overview The slides for this chapter are also expanded and split into several parts in the full pack Part A: eHCI Use in some common smart device types Part B iHCI for accompanied smart devices Part C: iHCI for wearable & implanted smart devices Part D: Human Centred Design Part E: User Models and iHCI Design Ubiquitous computing: smart devices, environments and interaction 4 HCI: Overview • • • • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 5 Smart Devices Mobile Devices Hidden iHCI Basic Device eHCI Games Console Smart Services iHCI with Devices HCD Handheld WIMPS Output Input Video Recorder Multi-modal Organic Gesture Affective Personalisation VRD Eyetap Touchscreen Usability Interaction Design HUD Softtap multitap T9 etc User Context Wearables & Implants WIMPS iHCI VR&AR User Modelling Clothes Design patterns Telepresence Neural Implants (in)direct stereotype Tangible Auditory Reflective Natural Language Ubiquitous computing: smart devices, environments and interaction Goals versus Situation 6 HCI: Introduction • Term HCI, widely used, since onset of Personal Computing era in 1980s. • However groundwork for field of HCI started earlier, during onset of the industrial revolution • Tasks became automated and powered-assisted • -> triggers an interest in studying human-machine interaction • Some tasks require little human interaction during operation, e.g., clothes-, dish- washing etc • Other tasks are very interactive, e.g., face washing, playing the violin, etc Ubiquitous computing: smart devices, environments and interaction 7 H,C & I Basic concepts of HCI are: • Humans • Computers / devices • Interaction Ubiquitous computing: smart devices, environments and interaction 8 HCI: Motivation • Machines (systems) aid human performance, but systems that interact poorly with humans will be a poor human aid. • Need design models & process that are (user) interactive • The motivation for HCI is clear; to support more effective use (Dix, 2004a) in three ways – Useful: – Usable: – Be used: Ubiquitous computing: smart devices, environments and interaction 9 HCI: Usability vs. Usefulness • Success of a product depends largely on ? • • Summarised as Heckel's law and Heckel's inverse law: – Heckel’s law: – Heckel’s inverse law: • What this law expresses ? Ubiquitous computing: smart devices, environments and interaction 10 Explicit HCI (eHCI) • eHCI design: explicit interaction during a device’s normal operation. • What are the Dominant eHCI UIs Pure eHCI • Context-free • Focus on H2C (Human-to-Computer) Interaction Ubiquitous computing: smart devices, environments and interaction 11 eHCI versus Natural Interaction • Natural interaction • Natural interaction and familiarity and expertise • Familiarity with use of tool is cultural and subjective • Note also Natural Interaction linked to use of iHCI Ubiquitous computing: smart devices, environments and interaction 12 iHCI • Concept of implicit HCI (iHCI) • Proposed by Schmidt (2000) – Defined as “an action, performed by the user that is not primarily aimed to interact with a computerized system but which such a system understands as input”. • Our definition of iHCI bit different: – inputs with an implicit or implied context, Ubiquitous computing: smart devices, environments and interaction 13 iHCI • • • • • iHCI is more about C2H (Computer to Human) Interaction iHCI assumes Chas a certain Model of H user Model of H used as additional input Need to share implicit context between human and system Implicit interaction naturally supports hidden device design. Ubiquitous computing: smart devices, environments and interaction 14 eHCI + iHCI or iHCI vs eHCI • E.g.?? . • eHCI, usability design? • Alternative iHCI design? • Shift from eHCI design to also include iHCI design will be a key enabler for effective UbiCom systems Ubiquitous computing: smart devices, environments and interaction 15 iHCI: Challenges • Complex to accurately and reliably determine user context. Why? Ubiquitous computing: smart devices, environments and interaction 16 Overview • • • • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 17 How Device Interfaces & Interaction Varies Devices can be characterized according to?: Ubiquitous computing: smart devices, environments and interaction 18 UI and HCI Designs for 4 Common Devices • • • • PC Mobile Phone Games Console but many sub-types TV / Projectors • How does the UI and HCI design differ between these? Ubiquitous computing: smart devices, environments and interaction 19 UI Type: Personal Computer Interface • ??? Ubiquitous computing: smart devices, environments and interaction 20 PC UI use in Mobiles • Using a conventional PC UI approach won’t be optimum for mobile computing & ubiquitous computing - need a different approach, Why? Ubiquitous computing: smart devices, environments and interaction 21 UI Type: Mobile Device Interfaces • PC / WIMPS models not so suitable for mobile (one handed) devices, Why not? Ubiquitous computing: smart devices, environments and interaction 22 Mobile Device Interface: Limited I/P How to support mobile user and small size of input? Ubiquitous computing: smart devices, environments and interaction 23 Mobile Device Interface: Limited O/P How to overcome limited output? • Haptic interface use, e.g., vibration to signal incoming call • Maximising use of small screen: scrolling, switching screen • Peephole displays • Foldable displays • Filter information so receive and display less information, e.g., using Personalisation(Chapter 7) Personal Agents (Chapter 8) Ubiquitous computing: smart devices, environments and interaction 24 UI Type: Games Console Interfaces • Games consoles: an important driver and can contribute to UbiCom in a number of ways. • Computer games have often acted as an incubator for many innovations driving computing. How? • Many different types of Games Console Interface Ubiquitous computing: smart devices, environments and interaction 25 Games Console Interfaces: D-pad • How does the D-pad controller work? Ubiquitous computing: smart devices, environments and interaction 26 Games Console Interfaces: 3D Gesture-Based • How does the 3D Gesture-Based controller work? • Use of MEMS/ Sensors (Chapter 7) • Use of gesture recognition (see later) Ubiquitous computing: smart devices, environments and interaction 27 UI Type: Control (Panel) Interfaces • Different Types of remote controllers depending on how remote the controller is: • User approx. co-located with device being controlled • User not co-located with device being Controlled Ubiquitous computing: smart devices, environments and interaction 28 UI Type: Localised Remote Control Interfaces Characteristics • Input controller and device separation • Input device interfaces • Wireless link between input control device and device Ubiquitous computing: smart devices, environments and interaction 29 UI Type: Localised Remote Control Interfaces • But profusion of remote control devices which have overlapping features • Is it necessary to have a specialised controller per consumer device? • Problems? • How to solve this? Ubiquitous computing: smart devices, environments and interaction 30 Radio TV DVD-W Radio Play channel Channel 5 Record channel Channel 4 17:38 1 ABC 2 DEF 3 GHI 4 JKL 5 MNO 6 PQR 7 STU 8 WXYZ 9 * 0+ # Ubiquitous computing: smart devices, environments and interaction 31 Localised Remote Control Interface Design • Instructors can add more detail about the discussion and design of universal controller here or delete this slide. • (Section 5.2.5) Ubiquitous computing: smart devices, environments and interaction 32 Overview • • • • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 33 iHCI use in Accompanied Smart Devices: Topics • • • • Single vs. Multi-Modal Visual Interfaces Gesture Interfaces Reflective versus Active Displays Combining Input and Output User Interfaces – ??? • Auditory Interfaces • Natural Language Interfaces Ubiquitous computing: smart devices, environments and interaction 34 Single vs. Multi-Modal Visual Interfaces • Mode of human interaction uses human senses? Which • Interactive ICT systems have modalities that mimic human senses. What? Ubiquitous computing: smart devices, environments and interaction 35 Computer input & output modalities Computer Output 1 Computer Sensor 1 Human Interface Ubiquitous computing: smart devices, environments and interaction 36 Single vs. Multi-Modal Visual Interfaces Many interactive ICT systems use single visual mode of output interaction. Problems? Solutions? Ubiquitous computing: smart devices, environments and interaction 37 Multi-Modal Interaction Design: challenges Integrating multiple modes is complex. Why? Ubiquitous computing: smart devices, environments and interaction 38 Multi-Modal Interaction: Design Two main approaches • Data for each modality can be processed separately, then combined at the end. • Data for each modality can be processed & combined concurrently Ubiquitous computing: smart devices, environments and interaction 39 Gesture Interfaces What are Gestures? • Expressive, meaningful body motions • Involving physical movements. Which? • With the intent of conveying meaningful information about interacting with the environment. Ubiquitous computing: smart devices, environments and interaction 40 Gesture Interfaces • What are the main types of human gestures? • How can gestures be sensed? Ubiquitous computing: smart devices, environments and interaction 41 Gesture Interfaces: Classification Gestures can also be classified into • 2D versus 3D • Contactful versus Contactless – • Directly sensed versus indirectly sensed • Ubiquitous computing: smart devices, environments and interaction 42 Gesture Interfaces: Applications • 1st basic contact based gesture interfaces? • From the mid 2000s, contact less gestures being used in several types of games consoles, mobile phones, cameras, etc. Ubiquitous computing: smart devices, environments and interaction 43 Gesture Interfaces: Applications • ????? Ubiquitous computing: smart devices, environments and interaction 44 Gesture Interfaces: Applications Gesture: Rotate or flip hand Action: Rotate or flip image Ubiquitous computing: smart devices, environments and interaction 45 Gesture Interfaces: Applications Navigation Options Find cinemas Find Restaurants Find Cafes Find Newsagent Find Bookshop Tilt Navigation Options Find cinemas Find Restaurants Find Cafes Find Newsagent Find Bookshop Gesture: tilt display away Action: Menu selection moves up Ubiquitous computing: smart devices, environments and interaction 46 Gesture Interfaces: Applications Gesture: Two finger stretch Action: Stretch image Ubiquitous computing: smart devices, environments and interaction 47 Gesture Interfaces: HCI->HPI->HHI->HCI Human to physical artefact interaction Human to virtual device interaction Human to human physical interaction Human to human physical interaction triggers machine to machine interactions Ubiquitous computing: smart devices, environments and interaction 48 Gesture Design: Challenges • ???. Ubiquitous computing: smart devices, environments and interaction 49 Reflective vs Active Displays • Which is more pervasive today and which will be more pervasive in the future: paper or active display devices? • What are inherent characteristics of paper versus active displays and how do these effect their ability to become truly pervasive? Ubiquitous computing: smart devices, environments and interaction 50 Reflective versus Active Displays • Can we produce ICT displays that support more of the properties of physical paper? • Display design mimics paper • Epaper display design differs from actual paper Ubiquitous computing: smart devices, environments and interaction 51 ElectroPhoretic Displays or EPDs Transparent Electrode Negatively charged white particles Micro-Capsule Clear Fluid Positively charged while particles Charged Electrode - - - + Ubiquitous computing: smart devices, environments and interaction + + 52 Combining Input and Output User Interfaces • UIs discussed so far, input devices are separated from the output devices • State of the input is available as a visual cue only. • How can we combine / link input and output better? Ubiquitous computing: smart devices, environments and interaction 53 Touchscreen What are touchscreens? • Displays where position of contact with screen is detected • Via pointed physical objects such as pens, fingers, etc • Events can then be generated for an associated visual object at that position and • Associated actions can then be triggered. Ubiquitous computing: smart devices, environments and interaction 54 Touchscreen • Touchscreen behaves as 2D, planar smart skin. • Wherever it is touched, a virtual object can be activated. • Types of touchscreens ? – Resistive – Capacitive – Surface acoustic waves etc. • Touch screen can behave as a: – soft control panel and user interface – that is reprogrammable – which can be customised to suit a range of applications and users Ubiquitous computing: smart devices, environments and interaction 55 Touchscreen: Benefits What are the benefits? These characteristics make them ideal for many workplaces and public spaces. Ubiquitous computing: smart devices, environments and interaction 56 Touchscreen: Applications • Touchscreens sed routinely in many applications & devices – ?? • To ease use of pointing • To ease use of gestures • Single versus multiple finger gestures Ubiquitous computing: smart devices, environments and interaction 57 Tangible User Interface (TUI) • (TUI) is a UI that augments the real physical world by coupling digital information to everyday physical objects and environments. • Tangible user interfaces are also referred to as – – – – passive real-world props, graspable user interfaces, manipulative user interfaces embodied user interfaces Ubiquitous computing: smart devices, environments and interaction 58 Tangible User Interface (TUI) How do Tangible Interfaces work? • Attach micro sensors and actuators (Section 6.4) to physical objects • Used as input devices to allow their manipulation to generate data streams in an output device or virtual view in a related virtual environment, (Section 6.2). Ubiquitous computing: smart devices, environments and interaction 59 Tangible User Interface (TUI) • Taxonomy of TUIs based upon embodiment and metaphors – – • Four types of embodiment can be differentiated – – – – Full embodiment e.g.,?? Nearby embodiment e.g. ?? Environmental embodiment e.g., ??? Distant embodiment, e.g., ??? Ubiquitous computing: smart devices, environments and interaction 60 Tangible Bits Project • Instructors can explain in more detail how this works or delete this slide Ubiquitous computing: smart devices, environments and interaction 61 DataTiles Project • Allows users to manipulate data in form of tangible “tiles” • Combinations of data streams and functions make it possible to create new applications Ubiquitous computing: smart devices, environments and interaction 62 DataTiles Project • Instructors can explain in more detail how this works or delete this slide Ubiquitous computing: smart devices, environments and interaction 63 Organic Interfaces • Similar to Tangible Interfaces • 3 characteristics which characterize organic UIs. • Typically use Organic Light-Emitting Diode (OLED) type materials Ubiquitous computing: smart devices, environments and interaction 64 Organic Interfaces • Instructors can add more detail about this or delete this slide Ubiquitous computing: smart devices, environments and interaction 65 Auditory Interfaces What are the Benefits? Design challenges? • Ubiquitous computing: smart devices, environments and interaction 66 Auditory Interfaces: Non-Speech Based 2 basic auditory interfaces: • Speech based • Non-speech based Non-speech auditory interfaces: • ????? Ubiquitous computing: smart devices, environments and interaction 67 Auditory Interfaces: Speech Based • ????. Ubiquitous computing: smart devices, environments and interaction 68 Natural Language Interfaces • Natural language interaction with machines can occur in a variety of forms. Which? Ubiquitous computing: smart devices, environments and interaction 69 Natural Language Interfaces • Generally, interaction can be more easily processed and understood if it defined using an expressive language that has a well-defined syntax or grammar and semantics – requires that users already know the syntax. Benefits in using NL in HCI? Ubiquitous computing: smart devices, environments and interaction 70 Natural Language Interfaces: Challenges • What are the challenges in using NL Interfaces (NLI)? Ubiquitous computing: smart devices, environments and interaction 71 Overview • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices • Human Centred Design (HCD) • User Models: Acquisition & Representation • iHCI Design Ubiquitous computing: smart devices, environments and interaction 72 Hidden UI via Wearable and Implanted Devices • In the Posthuman model, technology can be used to extend a person's normal conscious experience and sense of presence, across space and time. There are 3 types of post-human technology: • Accompanied – e.g. ??? • Wearable – e.g., ??? • Implants – E.g., ??? Ubiquitous computing: smart devices, environments and interaction 73 Wearable computers • Wearable interfaces include a combination of ICT devices & modalities • Wearable computers are especially useful when? • Focus is on multi-modal interaction which includes visual interaction. Ubiquitous computing: smart devices, environments and interaction 74 Wearable computers • Visual modal systems are divided according to how humans interact with the system: – ?? • Visual interaction can be classified into – command – non-command interfaces. • Non-command vision-based (human motion) analysis systems generally have four stages: • • • • motion segmentation object classification tracking interpretation. Ubiquitous computing: smart devices, environments and interaction 75 Wearable Computer: WearComp and WearCam • Many researchers contributed to the advancement of wearable computing • Perhaps the most important Pioneer of Wearable Computing is Steve Mann – • His 1st early main application focussed on recording personal visual memories that could be shared with other via the Internet. Ubiquitous computing: smart devices, environments and interaction 76 Wearable Computer: WearComp and WearCam Photo courtesy of Wikimedia Commons, http://en.wikipedia.org/wiki/Wearable_computing) Ubiquitous computing: smart devices, environments and interaction 77 Wearable computing: Mann’s definition Mann (1997): 3 criteria to define wearable computing. • Eudaemonic criterion • Existential criterion • Ephemeral criterion Ubiquitous computing: smart devices, environments and interaction 78 Wearable computing: Types • Some different type of wearable computers?? • N.B. Not all these meet Mann’s criteria Ubiquitous computing: smart devices, environments and interaction 79 Head(s)-Up Display or HUD: • presents data without blocking the user's view • pioneered for military aviation - now used in commercial aviation and cars. • 2 types of HUD – Fixed HUD: – Head-mounted HUD Ubiquitous computing: smart devices, environments and interaction 80 EyeTap & Virtual Retinal Display • Instructors can add more detail about these here or delete this slide. Ubiquitous computing: smart devices, environments and interaction 81 Brain Computer Interface (BCI) or Brain Machine Interfaces (BMI) • HCI focuses on indirect interfaces from human brain via human actuators – • BCI are direct functional interfaces between brains and machines • BCI represents ultimate natural interface • Would you choose to make use of one when they become available in the future? Ubiquitous computing: smart devices, environments and interaction 82 Brain Computer Interface (BCI) or Brain Machine Interfaces (BMI) • Direct vs. Indirect coupling design choices ?? – – See also BANs in Chapter 11 • Brain versus nerve direct coupling design choices?? Ubiquitous computing: smart devices, environments and interaction 83 Computer Implants • Opposite of wearing computers outside the body is to have them more directly interfaced to the body. • Many people routinely use implants – ???? • Of specific interest is developing devices that can adapt to signals in the human nervous system. • By connecting electronic circuitry directly to the human nervous system, – ??? Ubiquitous computing: smart devices, environments and interaction 84 Cyborg 2 Electrode array surgically implanted into Warwick’s left arm and interlinked into median nerve fibres is being monitored. Ubiquitous computing: smart devices, environments and interaction 85 BCI • Instructors can add more detail about experiments here or delete this slide Ubiquitous computing: smart devices, environments and interaction 86 PostHuman Model • Use of alterative technology mediated realities • A feeling of presence in the experience provides feedback to a person about the status of his or her activity. • The subject perceives any variation in the feeling of presence and tunes its activity accordingly. Ubiquitous computing: smart devices, environments and interaction 87 PostHuman Model and Reality • People can experience alternative realities depending on: – the type of environment people are situated in – on their perception of the environment. • Reality can be: – Technology mediated, e.g., ??? – Chemically mediated, , e.g., ??? – Psychologically mediated, , e.g., ??? Ubiquitous computing: smart devices, environments and interaction 88 Realities: VR, AR and MR • (Revision of Section 1.2.3.3) Ubiquitous computing: smart devices, environments and interaction 89 Virtual Reality (VR) • VR seeks to immerse a physical user in a virtual 3D world • VR uses a computer simulation of a subset of the world and immerses the user in it using UIs based upon: – ?? – • VR seeks to enable humans to interact using a more natural interaction that humans use in the real world – ?? Ubiquitous computing: smart devices, environments and interaction 90 Augmented Reality (AR) • Electronic images are projected over the real world so that images of the real and virtual world are combined. • VR considered as a subset of AR? • Early E.g. head-mounted display by Sutherland (1968). • Similar systems are in use today in types of military aircraft. Ubiquitous computing: smart devices, environments and interaction 91 Telepresence & Telecontrol • Telepresence allow a person in 1 local environment to: – ?? – . • Telecontrol refers to the ability of a person in 1 place to – ??? Ubiquitous computing: smart devices, environments and interaction 92 Overview • • • • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition and Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 93 Conventional Design versus HCD Ubiquitous computing: smart devices, environments and interaction 94 Conventional Functional System Design New product need Requirements analysis Design Implement Validate Final product Ubiquitous computing: smart devices, environments and interaction 95 Human Centred Design (HCD) • Focus on types of UbiCom System & environments: • Need to make the type of user explicit: human users • In contrast, automatic / autonomous systems Ubiquitous computing: smart devices, environments and interaction 96 Human Centred Design (HCD) ISO standard human centred design life-cycle involves 4 main sets of activities: 1. Define context of use 2. Specify stake-holder and organisational requirements 3. Multiple alternative (UI) designs need to be built. 4. Designs need to be validated against user requirements. Ubiquitous computing: smart devices, environments and interaction 97 Human Centred Design (HCD) identify need for interactive design Understand & specify use context Validate designs against requirements System satisfies requirements Identify stakeholder & Organisational requirements Produce Design solutions Human-centered design Ubiquitous computing: smart devices, environments and interaction 98 A Fuller Range of System & User Requirements / Use Contexts • HCD System & User requirements • -> Wider requirements than back-end functional requirements • HCD Methodologies are a powerful way to get the wide range of environment requirements & use contexts for UbiCom systems • What is the fuller ranges of UbiCom / HCD requirements? Ubiquitous computing: smart devices, environments and interaction 99 A Fuller Range of System & User Requirements / Use Contexts • System – ??? • Physical Environment – ??? • Users – Types – Task & goals – User interface • Social – ??? • Usability & User experience: – Usability: – User experiences Ubiquitous computing: smart devices, environments and interaction 100 HCD: Use Context / Requirements Environment Requirements Human Usability Social Functional <.- -> Tasks Non-functional <.- -> System Spec. Human UbiComp System Internal: Storage, display. etc External: Storage, QoS, network. etc ICT ICT Virtual User Virtual Physical operating context: dark versus light conditions etc. ICT Physical Physical Ubiquitous computing: smart devices, environments and interaction 101 HCD: Usability as a User Requirement • Usability is defined as ?? – • Usability is not a single, one-dimensional property of a user interface. • Usability is a combination of factors. ISO-940-11 explicitly mentions no. of factors – ??? • These usability factors can often be expanded further subproperties, Ubiquitous computing: smart devices, environments and interaction 102 HCD: Stake-Holders • End-user is obvious stake-holder in HCD Design • Who are the other stake-holders in the personal memory scenario? • Are there additional stake-holder requirements? Ubiquitous computing: smart devices, environments and interaction 103 HCD: Acquiring User Context/User Requirements Several dimensions for get user requirements during HCD life-cycle • In Controlled conditions (Lab) vs. in the field • Direct user involvement (e.g., interview, questionnaire) vs. indirect (e.g., observations) • Individual users vs. user groups, HCI / domain experts vs. predictive user models (no users) Ubiquitous computing: smart devices, environments and interaction 104 HCD: Methods to Acquire User Requirements Which Methods? • ????? Analysis of data gathered depends on: • Amount of time, level of detail, uncertainty etc • Knowledge the analysis requires Ubiquitous computing: smart devices, environments and interaction 105 Usability Requirements & Use Contexts Examples • For each of the scenarios in chapter 1, e.g., the personal video memories, define the use context and usability requirements. Ubiquitous computing: smart devices, environments and interaction 106 HCI / HCD versus User Context Awareness • Are these the same or similar concepts? See User context awareness (Chapter 7) See HCI / HCD (Chapter 5) Ubiquitous computing: smart devices, environments and interaction 107 HCD: System Model for Users vs. Users’ Model of System • What model of the system does it project to the user? • What model does the user have of the system? • What if these models differ? Ubiquitous computing: smart devices, environments and interaction 108 HCD Design: Conceptual Models & Mental Models • Amazing number of everyday things & objects – ???? • Very challenging for people to learn to operate and understand many devices of varying degrees of complexity if the interaction with each of them is unique. • Complexity of interacting with new machines cm be reduced. How? Ubiquitous computing: smart devices, environments and interaction 109 HCD Design: Conceptual Models • Discuss some example conceptual models Ubiquitous computing: smart devices, environments and interaction 110 HCD Design: Affordances • Complexity of interacting with new systems is reduced if: – they have parts that provide strong clues on how to operate themselves. • These are referred to as affordances • What are examples of physical UI affordances? Ubiquitous computing: smart devices, environments and interaction 111 HCD Design: Virtual Affordances • Many analogue physical objects being replaced by virtual computer UIs • Virtual UI affordances are being increasing important. • How to design virtual UI affordances? • Can link virtual objects or widgets in it to related & familiar physical world objects • Challenges in linking widgets to familiar physical objects? Ubiquitous computing: smart devices, environments and interaction 112 HCD: Multiple Prototype Designs • Example: Consider PVM Scenario (Chapter 1) • What type of design? • Is there only 1 type of design for recording / playing / transmitting multimedia? – ? • Consider the requirements: Ubiquitous computing: smart devices, environments and interaction 113 HCD: Evaluation • Summative versus Formative Evaluation • Summative – Conventional – To verify Design • Formative – HCD Ubiquitous computing: smart devices, environments and interaction 114 HCD: System Evaluation Methods • Can use similar techniques to gathering user requirements. Ubiquitous computing: smart devices, environments and interaction 115 Overview • • • • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 116 User Modelling: Design Choices • Implicit vs. explicit models • User instance (Individual) modelling versus user (stereo)type modelling • Static versus dynamic user models • Generic versus application specific models • Content-based versus collaborative user models Ubiquitous computing: smart devices, environments and interaction 117 User Modelling Design: Implicit vs. Explicit models • Systems can either use – Explicit feedback – Implicit feedback • Often these can be combined. How? • Some specific techniques for acquiring a user model are described in more detail elsewhere (Section 5). • Hybrid user models may also be used. Ubiquitous computing: smart devices, environments and interaction 118 Indirect User Input and Modelling Benefits? Methods? • See Previous Slides • Accuracy & precision? • Handing inaccuracy & imprecision Ubiquitous computing: smart devices, environments and interaction 119 Direct User Input and Modelling Benefits versus Challenges? User requirements & user model built using: • Single-shot versus Multi-shot user input • Static versus Dynamic input Also need to consider user model maintenance Ubiquitous computing: smart devices, environments and interaction 120 User Stereotypes • Challenge in bootstrapping user model / behaviour leads to use of group behaviour • Stereotype: infers user model from small number of facts using a larger set of facts from a group user model. • Used by collaborative type user model, e.g., recommender systems • Challenges? Ubiquitous computing: smart devices, environments and interaction 121 Modelling Users’ Planned Tasks and Goals • Users often interact purposely with a system in a taskdriven way, to achieve a particular goal. • Several ways to analyse and model user tasks: – Hierarchical Task Analysis or HTA – Etc • Consider each scenario in Chapter 1, e.g., PVM scenario, give a user task / goal model (next slide) Ubiquitous computing: smart devices, environments and interaction 122 HCD: Functional Requirements For Photographer in PM scenario (Chapter 1) 1: Switch on camera 2: Set camera task mode 3.1: Move towards Scene 3: Select Scene 3.2: View Scene Plan 2: Repeat 4.1 until satisfied, do 4.2 4.2.1: set Flash Plan 0: Do 1..2; Repeat 3..7 until no more recordings needed or no more power then do 8 0: Record a physical world scene 4: Configure camera shot of scene 4.2.2: set under exposure 6: Record Scene Plan 1: Repeat 3.1, 3.2 until satisfied, do 3.3 3.3: Fix Scene 4.1: set zoom 5: Compose Scene 7: Check recording 8: Switch off camera 4.2: set lighting correction 4.2.3: set over exposure Plan 3: do 4.2.1 or 4.2.2 or 4.2.3 Ubiquitous computing: smart devices, environments and interaction 123 Multiple User Tasks and Activity Based Computing • Use tasks as part of activities that require access to services across multiple devices, • Devices can be used by different types of people • Users are engaged in multiple concurrent activities • Users are engaged in activities which may occur across multiple physical environments, • Activities may be shared between participants • Activities on occasion need to be suspended and resumed. • (See Chapter 12) Ubiquitous computing: smart devices, environments and interaction 124 Situation Action versus Planned Action Models • 2 basic approaches to task design • Planned actions: – ???? • Situated action: – ??? Ubiquitous computing: smart devices, environments and interaction 125 Models of Human Users: HCI vs. AI • Field of HCI proposes models of humans that focus on supporting high-level usability criteria and heuristics – Focus is less on explicit computation models of how humans think and act. • Field of AI proposes models of humans that make explicit computation models to simulate how humans think, act and interact – (Chapters 8 and 9) Ubiquitous computing: smart devices, environments and interaction 126 Overview • • • • • • • HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices Human Centred Design (HCD) User Models: Acquisition & Representation iHCI Design Ubiquitous computing: smart devices, environments and interaction 127 iHCI • • • • • • iHCI Model Characteristics User Context Awareness Intuitive and Customised Interaction Personalisation Affective Computing iHCI Design Heuristics and Patterns Ubiquitous computing: smart devices, environments and interaction 128 Types of User Model • Several related terms & kinds of user model are differentiated • User Models • Personal Profiles • User contexts • Application / User requirements • System Models • Mental Models • Conceptual Models Ubiquitous computing: smart devices, environments and interaction 129 User Context Awareness • User context aware can be exploited to beneficially lessen the degree of explicit HCI needed. • User context-awareness is a sub-type of general contextawareness (Chapter 7) User context-awareness can include: • Social environment context • Users’ physical characteristics and capabilities for HCI • User presence in a locality or detected activity • User identity (Section 12.3.4). • User planned tasks and goals (Section 5.6.4). • Users’ situated tasks (Sections 5.6.5, 5.6.6). • User emotional state (Section 5.7.5) Ubiquitous computing: smart devices, environments and interaction 130 Intuitive and Customised Interaction Are current computer systems dominated by MTOS based devices & use of desktop UI metaphor intuitive? • E.g., ?? • E.g., ?? • E.g., etc Ubiquitous computing: smart devices, environments and interaction 131 Intuitive and Customised Interaction • • • • • • • Moran & Zhai propose 7 principles to evolve desktop model into more intuitive model for UbiCom From Office Container to Personal Information Cloud From desktop to a diverse set of visual representations From Interaction with 1 device to interaction with many From Mouse & Keyboard to Interactions & modalities Functions may move from Applications to Services From Personal to Interpersonal to Group to Social From low-level tasks to higher level activities Ubiquitous computing: smart devices, environments and interaction 132 Personalisation • Personalisation: tailoring applications & services specifically to an individual’s needs, interests, preferences • Adaptation of consumer product, electronic or written medium, based on person profile • Applications of personalisation – targeted marketing – product & service customisation including information filtering – CRM Ubiquitous computing: smart devices, environments and interaction 133 Personalisation: Benefits • ??? Ubiquitous computing: smart devices, environments and interaction 134 Personalisation: Challenges (Cons) • ??? Ubiquitous computing: smart devices, environments and interaction 135 Personalisation • Personalisation: a more complete model of user-context that is more reusable and persists: – ???? • 2 key issues: – design of model so that it can be distributed and shared – dynamic vs. static task-driven user preference contexts Ubiquitous computing: smart devices, environments and interaction 136 Personalisation: Mechanisms • Instructors can add more slides about how personalisation mechanisms, e.g., recommender systems, work here or delete this slides Ubiquitous computing: smart devices, environments and interaction 137 Affective Computing: Interactions using Users’ Emotional Context • Affective computing: computing relates to, arises from, or influences emotions. • Applications include: – ??? • Design challenges for affective computing with those for: – determining the user context – developing more complex human-like intelligence models Ubiquitous computing: smart devices, environments and interaction 138 Affective Computing Pickard (2003) identified six design challenges: • Range & modalities of emotion expression is broad • People’s expression of emotion is idiosyncratic & variable • Cognitive models for human emotions are incomplete • Sine qua non of emotion expression is the physical body but computers not embodied in the same way • Emotions are ultimately personal and private • No need to contaminate purely logical computers with emotional reactiveness Ubiquitous computing: smart devices, environments and interaction 139 iHCI: Design Heuristics and Patterns • Many different higher-level HCI design usability / user experience criteria have been proposed by different HCI designers to promote good design of HCI interaction. • Many different HCI heuristics (rules of thumb derived from experience) have proposed to support HCI criteria • Specific guidance is needed to engineer UIs to comply with these usability & user experience HCI principles. • UI design patterns can support HCI usability principles and then be mapped into lower-level more concrete design patterns Ubiquitous computing: smart devices, environments and interaction 140 iHCI: Design Heuristics and Patterns Example iHCI patterns include: Ubiquitous computing: smart devices, environments and interaction 141 iHCI: Design Patterns & Heuristics • Instructors can propose many more examples here or delete this slide. Ubiquitous computing: smart devices, environments and interaction 142 iHCI: Engineering iHCI Design Patterns • Can propose simplify design models along 2 dimensions that are interlinked – Organisation / structural models versus time-driven interaction models – Front-end / Presentation (UI) interaction versus back-end system actions that support this interaction • • • • Need to organise UI widgets or objects at UI Need to organise and link presentation to actions Need to design interaction with these widgets (see next slide as an example) Ubiquitous computing: smart devices, environments and interaction 143 Image Search iHCI: Engineering iHCI Design Patterns Enter description here Start Advanced Search Back-end Object Model Interaction Model MVC Pattern Toolkit Control Query String Query GetView Input Model Front-end (UI) UI Presentation Model UI Task Model Desktop Search App Query Get image Locate Access Clear entry points Pattern Button Textfield Button Defined in GUI Toolkit API GUI Event handlers Ubiquitous computing: smart devices, environments and interaction 144 Overview HCI, eHCI & iHCI eHCI use in 4 Widely Used Devices iHCI use in accompanied smart devices iHCI use in wearable and implanted smart devices • Human Centred Design (HCD) • User Models: Acquisition & Representation • iHCI Design • • • • Ubiquitous computing: smart devices, environments and interaction 145 Summary • A human centred design process for interactive systems specifies four principles of design: the active involvement of users and a clear understanding of user and task requirements; an appropriate allocation of function between users and technology based upon the relative competence of the technology and humans; iteration is inevitable because designers hardly ever get it right the first time; a multi-disciplinary approach to the design. • Human centred design life-cycle involves user participation throughout four main sets of activities: defining user tasks and the (physical, ICT) environment context; defining user and organisational requirements; iterative design prototyping and validation against the requirements. Ubiquitous computing: smart devices, environments and interaction 146 Summary • To enable humans to effectively interact with devices to perform tasks and to support human activities, systems need to be designed to support good models of user interfaces and processes of human computer interaction. • Users can be modelled directly and indirectly. User task models can be modelled as task plans or as situated actions. iHCI design concerns three additional concerns: support for natural (human computer) interaction; user models including models of emotions which can be used to anticipate user behaviour and user context awareness including personalisation. • Some design patterns and heuristics oriented towards iHCI are described. Ubiquitous computing: smart devices, environments and interaction 147 Summary & Revision For each chapter • See book web-site for chapter summaries, references, resources etc. • Identify new terms & concepts • Apply new terms and concepts: define, use in old and new situations & problems • Debate problems, challenges and solutions • See Chapter exercises on web-site Ubiquitous computing: smart devices, environments and interaction 148 Exercises: Define New Concepts • Touchscreen, etc Ubiquitous computing: smart devices, environments and interaction 149 Exercise: Applying New Concepts • What is the difference between touchscreen and a normal display? Ubiquitous computing: smart devices, environments and interaction 150