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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)
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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)
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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
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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
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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
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7
H,C & I
Basic concepts of HCI are:
• Humans
• Computers / devices
• Interaction
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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:
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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 ?
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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
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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
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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,
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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.
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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
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15
iHCI: Challenges
• Complex to accurately and reliably determine user context.
Why?
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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
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17
How Device Interfaces & Interaction
Varies
Devices can be characterized according to?:
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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?
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19
UI Type: Personal Computer Interface
• ???
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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?
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21
UI Type: Mobile Device Interfaces
• PC / WIMPS models not so suitable for mobile (one
handed) devices, Why not?
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22
Mobile Device Interface: Limited I/P
How to support mobile user and small size of input?
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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)
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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
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25
Games Console Interfaces: D-pad
• How does the D-pad controller
work?
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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)
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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
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28
UI Type: Localised Remote Control
Interfaces
Characteristics
• Input controller and device separation
• Input device interfaces
• Wireless link between input control device and device
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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?
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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+
#
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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)
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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
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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
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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?
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35
Computer input & output modalities
Computer
Output
1
Computer
Sensor
1
Human
Interface
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36
Single vs. Multi-Modal Visual
Interfaces
Many interactive ICT systems use single visual mode of
output interaction. Problems?
Solutions?
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37
Multi-Modal Interaction Design:
challenges
Integrating multiple modes is complex. Why?
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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
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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.
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40
Gesture Interfaces
• What are the main types of human gestures?
• How can gestures be sensed?
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41
Gesture Interfaces: Classification
Gestures can also be classified into
• 2D versus 3D
• Contactful versus Contactless
–
• Directly sensed versus indirectly sensed
•
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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.
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43
Gesture Interfaces: Applications
• ?????
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44
Gesture Interfaces: Applications
Gesture: Rotate or flip hand
Action: Rotate or flip image
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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
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46
Gesture Interfaces: Applications
Gesture: Two finger stretch
Action: Stretch image
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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
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48
Gesture Design: Challenges
• ???.
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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?
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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
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51
ElectroPhoretic Displays or EPDs
Transparent Electrode
Negatively charged
white particles
Micro-Capsule
Clear Fluid
Positively charged
while particles
Charged Electrode
-
-
-
+
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+
+
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?
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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.
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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
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Touchscreen: Benefits
What are the benefits?
These characteristics make them ideal for many workplaces
and public spaces.
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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
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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
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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).
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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., ???
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60
Tangible Bits Project
• Instructors can explain in more detail how this works or
delete this slide
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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
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DataTiles Project
• Instructors can explain in more detail how this works or
delete this slide
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63
Organic Interfaces
• Similar to Tangible Interfaces
• 3 characteristics which characterize organic UIs.
• Typically use Organic Light-Emitting Diode (OLED) type
materials
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Organic Interfaces
• Instructors can add more detail about this or delete this
slide
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65
Auditory Interfaces
What are the Benefits?
Design challenges?
•
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66
Auditory Interfaces: Non-Speech
Based
2 basic auditory interfaces:
• Speech based
• Non-speech based
Non-speech auditory interfaces:
• ?????
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67
Auditory Interfaces: Speech Based
• ????.
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68
Natural Language Interfaces
• Natural language interaction with machines can occur in a
variety of forms. Which?
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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?
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70
Natural Language Interfaces:
Challenges
• What are the challenges in using NL Interfaces (NLI)?
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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
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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., ???
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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.
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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.
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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.
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76
Wearable Computer: WearComp and
WearCam
Photo courtesy of Wikimedia Commons,
http://en.wikipedia.org/wiki/Wearable_computing)
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Wearable computing: Mann’s
definition
Mann (1997): 3 criteria to define wearable computing.
• Eudaemonic criterion
• Existential criterion
• Ephemeral criterion
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Wearable computing: Types
• Some different type of wearable computers??
• N.B. Not all these meet Mann’s criteria
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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
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80
EyeTap &
Virtual Retinal Display
• Instructors can add more detail about these here or delete
this slide.
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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?
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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??
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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,
– ???
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Cyborg 2
Electrode array surgically implanted into Warwick’s left arm
and interlinked into median nerve fibres is being monitored.
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BCI
• Instructors can add more detail about experiments here or
delete this slide
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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.
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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., ???
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88
Realities: VR, AR and MR
• (Revision of Section 1.2.3.3)
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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
– ??
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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.
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91
Telepresence & Telecontrol
• Telepresence allow a person in 1 local environment to:
– ??
– .
• Telecontrol refers to the ability of a person in 1 place to
– ???
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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
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Conventional Design versus HCD
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Conventional Functional System
Design
New product need
Requirements
analysis
Design
Implement
Validate
Final product
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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
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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.
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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
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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?
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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
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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
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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,
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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?
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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)
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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
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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.
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HCI / HCD versus User Context
Awareness
• Are these the same or similar concepts?
See User context awareness (Chapter 7)
See HCI / HCD (Chapter 5)
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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?
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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?
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HCD Design: Conceptual Models
• Discuss some example conceptual models
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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?
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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?
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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:
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HCD: Evaluation
• Summative versus Formative Evaluation
• Summative
– Conventional
– To verify Design
• Formative
– HCD
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HCD: System Evaluation Methods
• Can use similar techniques to gathering user requirements.
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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
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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
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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.
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Indirect User Input and Modelling
Benefits?
Methods?
• See Previous Slides
• Accuracy & precision?
• Handing inaccuracy & imprecision
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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
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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?
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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)
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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
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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)
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Situation Action versus Planned
Action Models
• 2 basic approaches to task design
• Planned actions:
– ????
• Situated action:
– ???
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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)
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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 
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iHCI
•
•
•
•
•
•
iHCI Model Characteristics
User Context Awareness
Intuitive and Customised Interaction
Personalisation
Affective Computing
iHCI Design Heuristics and Patterns
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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
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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)
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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
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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
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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
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Personalisation: Benefits
• ???
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134
Personalisation: Challenges (Cons)
• ???
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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
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Personalisation: Mechanisms
• Instructors can add more slides about how personalisation
mechanisms, e.g., recommender systems, work here or
delete this slides
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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
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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
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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
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iHCI: Design Heuristics and Patterns
Example iHCI patterns include:
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141
iHCI: Design Patterns & Heuristics
• Instructors can propose many more examples here or
delete this slide.
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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)
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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
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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 
•
•
•
•
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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.
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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.
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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
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Exercises: Define New Concepts
• Touchscreen, etc
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149
Exercise: Applying New Concepts
• What is the difference between touchscreen and a normal display?
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150
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