Module 1 - HCI Foundations
Module 1 - HCI Foundations
Interaction
Module 1
HCI Foundations
QR Code – E2+TE2
QR Code – E1+TE1
Outline
• Introduction, Input–output channels, Human memory
Thinking: reasoning and problem solving,
• Emotion, Individual differences, Psychology and the
design of interactive systems, Text entry devices,
Positioning, pointing and drawing,.
• Display devices, Devices for virtual reality and 3D
interaction, Physical controls, sensors and special
devices, Paper: printing and scanning.
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What is HCI?
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Introduction
• What is Human-computer interaction ?
• Human-computer interaction (HCI) is a
multidisciplinary field of study focusing on the
design of computer technology and, in particular,
the interaction between humans (the users) and
computers.
• While initially concerned with computers, HCI has since
expanded to cover almost all forms of information
technology design.
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The Meteoric Rise of HCI
• HCI surfaced in the 1980s with the advent of personal computing, just as
machines such as the Apple Macintosh, IBM PC 5150 and Commodore 64
started turning up in homes and offices in society-changing numbers.
• For the first time, sophisticated electronic systems were available to
general consumers for uses such as word processors, games units and
accounting aids.
• Consequently, as computers were no longer room-sized, expensive tools
exclusively built for experts in specialized environments, the need to create
human-computer interaction that was also easy and efficient for less
experienced users became increasingly vital.
• From its origins, HCI would expand to incorporate multiple disciplines, such
as computer science, cognitive science and human-factors engineering.
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The Meteoric Rise of HCI
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The UX Value of HCI and Its
Related Realms
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The UX Value of HCI and Its
Related Realms
• HCI is a broad field which overlaps with areas such
as:
• User-centered design (UCD),
• User interface (UI) design and
• User experience (UX) design
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HCI vs UX designers
HCI UX
• Practitioners of HCI tend to be more • UX designers are almost invariably
academically focused. industry-focused and involved in building
• Involved in scientific research and products or services—e.g., smartphone
developing empirical understandings of apps and websites.
users • UX designers have a wealth of resources
to draw from, although much research
remains suited to academic audiences.
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HCI
• What happens when a human and a computer
system interact to perform a task?
• Task - write document, explore the web, solve mathematic problem,
search for knowledge , drive home, book movie tickets, do banking, ...
• Why is this important?
1. Computer systems affect every person
2. Safety, satisfaction, utility is critical
3. Product success depends on ease of use
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Interfaces in the Real World
• Not just computers!
• Media player
• Wristwatch
• Phone
• Copier
• Car
• Plane cockpit
• Airline reservation
• Air traffic control
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Introduction
• User
• By "user", we may mean an individual user, a group of users working
together. An appreciation of the way people's sensory systems (sight,
hearing, touch) relay information is vital.
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Introduction
• Computer
• When we talk about the computer, we're referring to any
technology ranging from desktop computers, to large scale
computer systems.
• Interaction
• By interaction we mean any communication between a user and
computer, be it direct or indirect.
• Direct interaction - involves a dialog with feedback and
control throughout performance of the task.
• Indirect interaction - involves batch processing or intelligent
sensors controlling the environment
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Contd..,
Source: [Link] 16
Input – Output Channels
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the human
the human
• Information i/o …
• visual, auditory, haptic, movement
• Information stored in memory
• sensory, short-term, long-term
• Information processed and applied
• reasoning, problem solving, skill, error
• Emotion influences human capabilities
• Each person is different
Vision
Two stages in vision
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Interpreting the signal
• Size and depth
• visual angle indicates how much of view object occupies
(relates to size and distance from eye)
• Colour
• made up of hue, intensity, saturation
• cones sensitive to colour wavelengths
• blue acuity is lowest
• 8% males and 1% females colour blind
Interpreting the signal (cont)
• The visual system compensates for:
• movement
• changes in luminance.
29
Hearing
• Provides information about environment:
distances, directions, objects etc.
• Physical apparatus:
• outer ear – protects inner and amplifies sound
• middle ear – transmits sound waves as
vibrations to inner ear
• inner ear – chemical transmitters are released
and cause impulses in auditory nerve
• Sound
• pitch – sound frequency
• loudness – amplitude
• timbre – type or quality
Hearing (cont)
• Humans can hear frequencies from 20Hz to 15kHz
• less accurate distinguishing high frequencies than low.
Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants
Mt is movement time
D is Distance
S is Size of target
Sensory memories
Long-term memory
38
Examples
212348278493202
• Two types
• episodic – serial memory of events
• semantic – structured memory of facts, concepts, skills
DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carniverous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
Models of LTM - Scripts
Model of stereotypical information required to interpret situation
Script has elements that can be instantiated with values for context
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
LTM - Storage of information
• rehearsal
• information moves from STM to LTM
interference
• new information replaces old: retroactive interference
• old may interfere with new: proactive inhibition
recognition
• information gives knowledge that it has been seen before
• less complex than recall - information is cue
Thinking
Reasoning
deduction, induction, abduction
Problem solving
Thinking
• Thinking is basically the way how information is
processed and manipulated.
• It is complex and separates human from other
information- processing systems, both natural and
artificial. E.g., animals and AI systems.
• It requires different amount of knowledge. E.g.,
performing a subtraction calculation, understanding a
newspaper headlines
Reasoning
• It is the process by which we use the knowledge we
have to draw conclusions or infer something new
about the domain of interest.
• Different types of reasoning are:
[Link] Reasoning.
[Link] Reasoning.
[Link] Reasoning
Deductive Reasoning
• Deduction:
• derive logically necessary conclusion from given premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Unreliable:
• can only prove false not true
… but useful!
7 E 4 K
If a card has a vowel on one side it has an even number on the other
Is this true?
• Unreliable:
• can lead to false explanations
Problem solving
• Process of finding solution to unfamiliar task using knowledge.
• Several theories.
• Skill acquisition
• skilled activity characterized by chunking
• lot of information is chunked to optimize STM
• conceptual rather than superficial grouping of problems
• information is structured more effectively
Errors and mental models
Types of error
• slips
• right intention, but failed to do it right
• causes: poor physical skill,inattention etc.
• change to aspect of skilled behaviour can cause slip
• mistakes
• wrong intention
• cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
Emotions
• The biological response to physical stimuli is called affect
complex problems
6. Emotional Design:
• Aesthetics: Consider the emotional impact of the design. Visual appeal, aesthetics, and
emotional engagement can significantly impact user satisfaction and overall experience.
Psychology and the Design of
Interactive System
7. Accessibility and Inclusivity:
• Universal Design: Design interfaces that are accessible to a diverse range of
users, including those with disabilities. Consider factors such as color
contrast, font size, and alternative navigation methods.
8. Social Psychology:
• Collaboration and Communication: Understand how users interact socially
and design systems that facilitate collaboration and effective communication.
9. Adaptability and Flexibility:
• User Preferences: Allow users to customize and personalize their experience
whenever possible. Consider different user preferences and adapt the
interface accordingly.
the computer
The Computer
a computer system is made up of various elements each of these
elements affects the interaction
• variations
• desktop
• laptop
• PDA
the devices dictate the styles of interaction that the system supports
If we use different devices, then the interface will support a different style of
interaction
How many …
• computers in your house?
• hands up, …
… none, 1, 2 , 3, more!!
can
tryyou
your
think
pockets
of more?
and bags
Interactivity?
Long ago in a galaxy far away … batch processing
• punched card stacks or large data files prepared
• long wait ….
• line printer output
… and if it is not right …
Dvorak
• common letters under dominant fingers
• biased towards right hand
• common combinations of letters alternate between hands
• 10-15% improvement in speed and reduction in fatigue
• But - large social base of QWERTY typists produce market pressures not to change
special keyboards
• designs to reduce fatigue for RSI
• for one handed use
e.g. the Maltron left-handed keyboard
Chord keyboards
only a few keys - four or 5
letters typed as combination of keypresses
compact size
– ideal for portable applications
short learning time
– keypresses reflect letter shape
fast
– once you have trained
• T9 predictive entry
• type as if single key for each letter
• use dictionary to ‘guess’ the right word
• hello = 43556 …
• but 26 -> menu ‘am’ or ‘an’
Handwriting recognition
• Text can be input into the computer, using a pen and a digesting tablet
• natural interaction
• Technical problems:
• capturing all useful information - stroke path, pressure, etc. in a natural manner
• segmenting joined up writing into individual letters
• interpreting individual letters
• coping with different styles of handwriting
• Problems with
• external noise interfering
• imprecision of pronunciation
• large vocabularies
• different speakers
Numeric keypads
• for entering numbers quickly:
• calculator, PC keyboard
• for telephones
1 2 3 7 8 9
7 8 9 1 2 3
mouse, touchpad
trackballs, joysticks etc.
touch screens, tablets
eyegaze, cursors
the Mouse
• Handheld pointing device
• very common
• easy to use
• Two characteristics
• planar movement
• buttons
(usually from 1 to 3 buttons on top, used for making a selection, indicating an option, or to
initiate drawing etc.)
the mouse (ctd)
Mouse located on desktop
• requires physical space
• no arm fatigue
• Mechanical
• Ball on underside of mouse turns as mouse is moved
• Rotates orthogonal potentiometers
• Can be used on almost any flat surface
• Optical
• light emitting diode on underside of mouse
• may use special grid-like pad or just on desk
• less susceptible to dust and dirt
• detects fluctuating alterations in reflected light intensity to calculate relative motion in (x, z) plane
Even by foot …
• some experiments with the footmouse
• controlling mouse movement with feet …
• not very common :-)
Thumbwheels …
• for accurate CAD – two dials for X-Y cursor position
• for fast scrolling – single dial on mouse
Joystick and keyboard nipple
Joystick
• indirect
pressure of stick = velocity of movement
• buttons for selection
on top or on front like a trigger
• often used for computer games
aircraft controls and 3D navigation
Keyboard nipple
• for laptop computers
• miniature joystick in the middle of the keyboard
Touch-sensitive screen
• Detect the presence of finger or stylus on the screen.
• works by interrupting matrix of light beams, capacitance changes or ultrasonic reflections
• direct pointing device
• Advantages:
• fast, and requires no specialised pointer
• good for menu selection
• suitable for use in hostile environment: clean and safe from damage.
• Disadvantages:
• finger can mark screen
• imprecise (finger is a fairly blunt instrument!)
• difficult to select small regions or perform accurate drawing
• lifting arm can be tiring
Stylus and light pen
Stylus
• small pen-like pointer to draw directly on screen
• may use touch sensitive surface or magnetic detection
• used in PDA, tablets PCs and drawing tables
Light Pen
• now rarely used
• uses light from screen to detect location
BOTH …
• very direct and obvious to use
• but can obscure screen
• A light pen interacts with the light emitted from a computer screen, primarily used in graphic design. A
stylus, however, uses principles of induction to interact with touch screens, like tablets and smartphones
Digitizing tablet
• Mouse like-device with cross hairs
• very accurate
- used for digitizing maps
Eyegaze
• control interface by eye gaze direction
• e.g. look at a menu item to select it
• uses laser beam reflected off retina
• … a very low power laser!
• mainly used for evaluation (ch x)
• potential for hands-free control
• high accuracy requires headset
• cheaper and lower accuracy devices available
sit under the screen like a small webcam
Cursor keys
• Four keys (up, down, left, right) on keyboard.
• Very, very cheap, but slow.
• Useful for not much more than basic motion for text-editing tasks.
• No standardised layout, but inverted “T”, most common
Discrete positioning controls
• in phones, TV controls etc.
• cursor pads or mini-joysticks
• discrete left-right, up-down
• mainly for menu selection
display devices
• How it works …
• Top plate transparent and polarised, bottom plate reflecting.
• Light passes through top plate and crystal, and reflects back to eye.
• Voltage applied to crystal changes polarisation and hence colour
• N.B. light reflected not emitted => less eye strain
special displays
Random Scan (Directed-beam refresh, vector display)
• draw the lines to be displayed directly
• no jaggies
• lines need to be constantly redrawn
• rarely used except in special instruments
handwritten
office owner
notes left
reads notes
using stylus
using web interface
Digital paper
appearance
• what?
• thin flexible sheets
• updated electronically
cross
• but retain display section
• how?
• small spheres turned
• or channels with coloured liquid
and contrasting spheres
• rapidly developing area
physical controls, sensors etc.
• digital displays:
• small LCD screens, LED lights, etc.
• head-up displays
• found in aircraft cockpits
• show most important controls
… depending on context
Sounds
• beeps, bongs, clonks, whistles and whirrs
easy-clean
smooth buttons
multi-function
control
large buttons
clear dials
tiny buttons
Environment and bio-sensing
• sensors all around us
• car courtesy light – small switch on door
• ultrasound detectors – security, washbasins
• RFID security tags in shops
• temperature, weight, location
print technology
fonts, page description, WYSIWYG
scanning, OCR
Printing
• image made from small dots
• allows any character set or graphic to be printed,
• critical features:
• resolution
• size and spacing of the dots
• measured in dots per inch (dpi)
• speed
• usually measured in pages per minute
• cost!!
Types of dot-based printers
• dot-matrix printers
• use inked ribbon (like a typewriter
• line of pins that can strike the ribbon, dotting the paper.
• typical resolution 80-120 dpi
• ink-jet and bubble-jet printers
• tiny blobs of ink sent from print head to paper
• typically 300 dpi or better .
• laser printer
• like photocopier: dots of electrostatic charge deposited on drum, which picks up toner (black powder
form of ink) rolled onto paper which is then fixed with heat
• typically 600 dpi or better.
Printing in the workplace
• shop tills
• dot matrix
• same print head used for several paper rolls
• may also print cheques
• thermal printers
• special heat-sensitive paper
• paper heated by pins makes a dot
• poor quality, but simple & low maintenance
• used in some fax machines
Fonts
• Font – the particular style of text
Courier font
Helvetica font
Palatino font
Times Roman font
• §´µº¿Â Ä¿~ (special symbol)
• serif fonts
• helps your eye on long lines of printed text
• but sans serif often better on screen
Page Description Languages
• Pages very complex
• different fonts, bitmaps, lines, digitised photos, etc.
• document storage and retrieval systems, doing away with paper storage
• Xerox PaperWorks
• glyphs – small patterns of /\\//\\\
• used to identify forms etc.
• used with scanner and fax to control applications
• more recently
• papers micro printed - like wattermarks
• identify which sheet and where you are
• special ‘pen’ can read locations
• know where they are writing
virtual reality and 3D interaction
positioning in 3D space
moving and grasping
seeing 3D (helmets and caves)
positioning in 3D space
• cockpit and virtual controls
• steering wheels, knobs and dials … just like real!
• the 3D mouse
• six-degrees of movement: x, y, z + roll, pitch, yaw
• data glove
• fibre optics used to detect finger position
• VR helmets
• detect head motion and possibly eye gaze
• whole body tracking
• accelerometers strapped to limbs or reflective dots and video processing
pitch, yaw and roll
yaw
roll
pitch
Devices for virtual reality and 3d
interaction
• VR Headsets:
• Oculus Rift S: A PC-based VR
headset developed by Oculus
(a subsidiary of Meta, formerly
Facebook).
• HTC Vive: A VR system
developed by HTC and Valve
Corporation, known for its
room-scale tracking
capabilities.
• PlayStation VR: Designed for
use with the PlayStation 4 and
Devices for virtual reality and 3d
interaction
• Motion Controllers:
• Oculus Touch: Handheld controllers
designed for use with Oculus Rift and
Rift S, providing hand presence in VR.
• HTC Vive Controllers: Handheld
controllers with positional tracking for
precise 3D interaction in virtual
environments.
• PlayStation Move Controllers:
Motion controllers used with
PlayStation VR for tracking hand
movements.
Devices for virtual reality and 3d
interaction
• VR Gloves:
• Valve Index Controllers: Also
known as "Knuckles," these
controllers are designed to
provide natural hand presence
and finger tracking in VR.
• Manus VR Gloves: Gloves that
offer finger tracking and haptic
feedback for a more immersive
hand interaction in virtual
spaces.
Devices for virtual reality and 3d
interaction
• VR Cameras:
• 360-Degree Cameras:
Devices like the Insta360
and GoPro MAX capture
immersive 360-degree
video for VR experiences.
Devices for virtual reality and 3d
interaction
• Haptic Feedback
Devices:
• Haptic Gloves: Devices
like HaptX Gloves provide
tactile feedback, allowing
users to feel objects in
virtual environments.
• Haptic Vests: Devices
such as the bHaptics
Tactsuit provide haptic
feedback across the user's
body for a more
immersive experience.
Devices for virtual reality and 3d
interaction
• Eye-Tracking
Technology:
• Tobii Eye Trackers:
Integrated into some
VR headsets, these
devices track users'
eye movements,
enabling foveated
rendering and more
realistic interactions.
Devices for virtual reality and 3d
interaction
• VR Treadmills and
Locomotion Devices:
• Virtuix Omni: A treadmill
that allows users to walk,
run, and jump in virtual
environments.
• 3D Rudder: A foot-based
motion controller for
seated VR experiences,
offering a hands-free way
to navigate.
Devices for virtual reality and 3d
interaction
• Augmented Reality (AR)
Devices:
• Microsoft HoloLens: An
AR headset that overlays
digital content on the real
world, enabling mixed
reality experiences.
• Magic Leap One:
Another AR headset
designed to blend digital
content with the user's
physical surroundings.
Devices for virtual reality and 3d
interaction
• 3D Scanners:
• Structure Sensor: A
3D sensor that
attaches to mobile
devices (such as
iPads) for scanning
real-world objects
and environments.