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Ubiquitous computing: smart devices, environments and interaction

Unit III Human Computer Interaction. Ubiquitous computing: smart devices, environments and interaction. 1. HCI: Overview. 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

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Ubiquitous computing: smart devices, environments and interaction

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  1. Unit III Human Computer Interaction Ubiquitous computing: smart devices, environments and interaction 1

  2. HCI: Overview 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 2

  3. 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 3

  4. Ubiquitous computing: smart devices, environments and interaction 4

  5. 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 5

  6. H,C & I Basic concepts of HCI are: • Humans – single or multiple user with diverse physical and mental abilities, interacting cooperatively or competitively • Computers / devices – not just PCs but embedded computing devices (dust, tabs,pads, boards) Interaction – directed via command or by manipulating virtual object, also involve natural interaction such as speech, gesture etc. Ubiquitous computing: smart devices, environments and interaction 6

  7. 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: a User task that user requires to be done. • Usable: Do the task easily, naturally, safely • Be used: enrich the user experience by making it attractive, engaging, fun etc. Ubiquitous computing: smart devices, environments and interaction 7

  8. HCI: Usability vs. Usefulness • Summarised as Heckel's law and Heckel's inverse law: • Heckel’s law: The quality of the user interface of an appliance is relatively unimportant in determining its adoption by users if the perceived value of the appliance is high. Heckel’s inverse law: The importance of the user interface design in the adoption of an appliance is inversely proportional to the perceived value of the appliance Ubiquitous computing: smart devices, environments and interaction 8

  9. 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 9

  10. 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 • Users behaviour in given situation • Gestures as clap to control device as well as express an emotion Ubiquitous computing: smart devices, environments and interaction 10

  11. 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 11

  12. 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 12

  13. UI and HCI Designs for 4 Common Devices • PC • Mobile Phone • Games Console but many sub-types • TV / Projectors Ubiquitous computing: smart devices, environments and interaction 13

  14. Diversity of ICT Interaction • Size : (Hand, Centimetre, Micro, body sized or larger) • Haptic Intput : (Two handed vs. One Handed Vs. Hands free) • Interaction modalities : (Single Vs. Multiple) • Posture of Human Operator : (Laying, sitting, standing, walking, running) • Distance of output display to input control : Centimetre to metres • Position during Operations : Fixed Vs. Mobile • Connectivity : (Stand alone vs. networked vs. wired vs. wireless) • Tasking : single tasks devices Ubiquitous computing: smart devices, environments and interaction 14

  15. UI Type: Personal Computer Interface • MEMEX System • Commond Line Visual Interface • WIMPS Interface / Direct Manipulation interface Ubiquitous computing: smart devices, environments and interaction 15

  16. 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? • Smaller Display Area • Variety of Resource Constained input and output Devices • Handling limited key input : Multitap,T9, FastTap, Soft keys • Handling limited output • Audible outputs – Vehicle nevigation System Ubiquitous computing: smart devices, environments and interaction 16

  17. UI Type: Games Console Interfaces • Games consoles: an important driver and can contribute to UbiCom in a number of ways • More Natural interface • Many different types of Games Console Interface • Forsters (2005) Seven different generation of Game Consoles • 7th generation includes Nintendo Wii - replacement of D-pad Ubiquitous computing: smart devices, environments and interaction 17

  18. 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 18

  19. Ubiquitous computing: smart devices, environments and interaction 19

  20. 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 20

  21. 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 21

  22. Computer input & output modalities Ubiquitous computing: smart devices, environments and interaction 22

  23. 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 23

  24. Gesture Interfaces What are Gestures? • Expressive, meaningful body motions • Involving physical movements. - fingers, arms, hands, face, body • With the intent of conveying meaningful information about interacting with the environment. • Contactful Gestures Vs. Contactless gestures • 2D gestures Vs. 3D Gestures • Directly sensed versus indirectly sensed Ubiquitous computing: smart devices, environments and interaction 24

  25. Gesture Interfaces: HCI->HPI->HHI->HCI Ubiquitous computing: smart devices, environments and interaction 25

  26. 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 26

  27. ElectroPhoretic Displays or EPDs Ubiquitous computing: smart devices, environments and interaction 27

  28. 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 28

  29. 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 29

  30. 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 30

  31. 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 31

  32. 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 32

  33. Organic Interfaces • Similar to Tangible Interfaces • 3 characteristics which characterize organic UIs. - Display can be the input device - display can take on any shape - displays can change • Typically use Organic Light-Emitting Diode (OLED) type materials Ubiquitous computing: smart devices, environments and interaction 33

  34. Auditory Interfaces: Non-Speech Based Challenges : Presence of audio noise, access control for voice activation,NLP of voice input 2 basic auditory interfaces: • Speech based • Non-speech based Non-speech auditory interfaces: Earcons, synthetic auditory sequences Ubiquitous computing: smart devices, environments and interaction 34

  35. 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. Ubiquitous computing: smart devices, environments and interaction 35

  36. 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 36

  37. 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 37

  38. 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 38

  39. 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 39

  40. 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 40

  41. Wearable Computer: WearComp and WearCam Photo courtesy of Wikimedia Commons, http://en.wikipedia.org/wiki/Wearable_computing) Ubiquitous computing: smart devices, environments and interaction 41

  42. 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 42

  43. 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 43

  44. Head(s)-Up Displayor 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 44

  45. EyeTap & Virtual Retinal Display • Instructors can add more detail about these here or delete this slide. Ubiquitous computing: smart devices, environments and interaction 45

  46. 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 46

  47. 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 47

  48. 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 48

  49. 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 49

  50. BCI • Instructors can add more detail about experiments here or delete this slide Ubiquitous computing: smart devices, environments and interaction 50

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