Chapter 10 DEVICES
Chapter 10 DEVICES
DEVICES
AGENDA
10.1 Introduction
10.4 Displays
10.1
I NTROD UCT I ON
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REPRESENT THE PHYSICAL MEDIUM
T H R O U G H W H I C H U S E R S O P E R AT E
COMPUTERS. ALONG WITH
IMPROVEMENTS IN COMPUTER
PROCESSOR SPEEDS AND STORAGE
C A PA B I L I T I E S IN THE PA S T 50
YEARS, THEIR PHYSICAL FORM
FA C T O R A N D B A S I C F U N C T I O N A L I T Y
H AV E ALSO CHANGED
D R A M AT I C A L LY. O N LY TWO
DECADES AGO, THE S TA N D A R D
COMPUTER P L AT F O R M WA S THE
DESKTOP OR LAPTOP PERSONAL
COMPUTER EQUIPPED WITH A
SCREEN, A MOUSE, AND A
KEYBOARD, BUT MOBILE DEVICES
H AV E R E V O L U T I O N I Z E D T H E F A C E
O F C O M P U T I N G T O T H E P O I N T T H AT
MANY PEOPLE DO NOT REALIZE
T H AT THEIR EVER-PRESENT
S M A RT P H O N E S , TA B L E T S , OR
P O RTA B L E MP3 P L AY E R S ARE,
INDEED, POWERFUL COMPUTERS.
COMPUTING HAS REACHED A POINT
W H E R E I T I S D E E P LY W O V E N I N T O
THE V E RY FA B R I C OF OUR
E V E R Y D AY EXISTENCE (DOURISH
AND BELL, 2011).
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10.2
KEY BO ARDS AN D
KEY PADS
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C O M M O N I N P U T TA S K S , A N D T H E
P R I M A RY M O D E O F T E X T E N T RY I S
STILL THE KEYBOARD (FIG. 10.3 ).
D E S P I T E H AV I N G R E C E I V E D M U C H
CRITICISM OVER THE YEARS, THE
K E Y B O A R D I S V E RY S U C C E S S F U L
AND STILL REPRESENTS THE MOST
EFFICIENT T E X T- E N T R Y
MECHANISM. BILLIONS OF PEOPLE
U S E K E Y B O A R D S ; A LT H O U G H T H E
R AT E FOR BEGINNERS IS
G E N E R A L LY LESS THAN ONE
KEYSTROKE PER SECOND AND THE
R AT E FOR AV E R A G E OFFICE
WORKERS IS FIVE KEYSTROKES PER
S E C O N D ( A P P R O X I M AT E LY 5 0 W O R D S
PER MINUTE), SOME USERS ACHIEVE
SPEEDS OF UP TO 15 KEYSTROKES
P E R S E C O N D ( A P P R O X I M AT E LY 1 5 0
WORDS PER MINUTE).
C O N T E M P O R A RY KEYBOARDS
G E N E R A L LY PERMIT O N LY ONE
K E Y P R E S S AT A T I M E , A LT H O U G H
DUAL KEYPRESSES ARE USED FOR
C A P I TA L S ( S H I F T P L U S A L E T T E R )
AND SPECIAL FUNCTIONS (CTRL OR
A LT PLUS A LETTER).
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10.2.1 KEYBOARD LAYOUTS
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10.2.2 ACCESSIBLE TEXT ENTRY
• While people with motor impairments often can still use regular keyboards,
albeit very slowly, several approaches to aid such users exist. Early
solutions were based on large menus of fixed choices, but methods
currently used in practice include adaptive keyboards, where keys are
lowered instead of raised to aid acquisition, as well as on- screen keyboards
accessed using alternative input devices like head pointers or oversized
trackballs. All such text-entry methods can be improved significantly by
incorporating dictionary-based auto- completion as well as automatic error
correction (Kane et al., 2008). In contrast, visually impaired users represent
a particular challenge for text entry. PerkInput (Azenkot et al., 2012) and
BrailleTouch (Southern et al., 2012) both provide nonvisual input methods
forone-handed or two-handed Braille typing on multi-touch smartphone
displays.
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10.2.2 ACCESSIBLE TEXT ENTRY
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10.2.3 KEYS
• Keyboards keys have been refined carefully and tested thoroughly in
research laboratories and the marketplace. The keys tend to have slightly
concave surfaces for good contact with fingertips and a matte finish to
reduce both reflective glare and the chance of finger slips.
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10.2.4 MOBILE TEXT ENTRY
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10.2.4 MOBILE TEXT ENTRY
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10.3
POINTING DEVICES
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T H I S D I R E C T- M A N I P U L AT I O N A P P R O A C H I S AT T R A C T I V E B E C A U S E
T H E U S E R S C A N AV O I D H AV I N G T O L E A R N C O M M A N D S , R E D U C E T H E
CHANCE OF TYPOGRAPHIC ERRORS ON A KEYBOARD, AND KEEP THEIR
AT T E N T I O N O N T H E D I S P L AY. T H E R E S U LT S A R E O F T E N FA S T E R
PERFORMANCE, FEWER ERRORS, EASIER LEARNING, AND HIGHER
S AT I S FA C T I O N . P O I N T I N G D E V I C E S A R E A L S O I M P O R TA N T F O R S M A L L
D E V I C E S A N D L A R G E WA L L D I S P L AY S T H AT M A K E K E Y B O A R D
I N T E R A C T I O N L E S S P R A C T I C A L . T H E D I V E R S I T Y O F TA S K S , T H E
VA R I E T Y O F D E V I C E S , A N D T H E S T R AT E G I E S F O R U S I N G T H E M C R E AT E
A R I C H D E S I G N S PA C E ( H I N C K L E Y A N D W I G D O R , 2 0 1 1 ) . T H E R E A R E
M A N Y WAY S T O C AT E G O R I Z E P O I N T I N G D E V I C E S , S U C H A S P H Y S I C A L
D E V I C E AT T R I B U T E S ( R O TAT I O N O R L I N E A R M O V E M E N T ) , N U M B E R
D E G R E E S O F F R E E D O M ( H O R I Z O N TA L , V E R T I C A L , YAW, P I T C H , E T C . ) ,
A N D P O S I T I O N I N G ( R E L AT I V E O R A B S O L U T E ) . T H E D E S C R I P T I O N
B E L O W F O C U S E S O N TA S K S A N D D E G R E E O F D I R E C T N E S S A S
ORGANIZING DIMENSIONS.
10.3.1 POINTING TASKS AND CONTROL
MODES
1. Direct control devices (easy to 1. Touchscreen (single- and multi-touch), Stylus (passive and
learn and use, but hand may active)
obscure display)
2. Mouse, Trackball, Joystick, Pointing stick (trackpoint),
2. Indirect control devices (take Touchpad, Graphics tablet
time to learn)
3. Bimanual input, Eye-trackers, Sensors (accelerometer,
3. Novel devices and strategies (for gyroscopes, depth cameras) 3-D trackers, Data gloves Haptic
special purposes) feedback Foot controls, Tangible user interfaces, Digital paper
4. Criteria for Success 4. Speed and accuracy, Efficacy for task Learning time, Cost and
reliability, Size and weight
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10.3.2 DIRECT-CONTROL POINTING DEVICES
Touchscreens are the canonical direct control pointing devices and allow users to
interact directly with the visual content of the screen by touching it with their
fingers. Because of their natural affordance, i.e. their form inviting appropriate
action, touch-enabled screens are often integrated into applications directed at novice
users in which the keyboard can be eliminated and touch is the main interface
mechanism.
Early touchscreen implementations had problems with imprecise pointing, as the
software accepted the touch immediately (the land-on strategy), denying users the
opportunity to verify the correctness of the selected spot. These early designs were
based on physical pressure, impact, or interruption of a grid of infrared beams. High-
precision designs dramatically improved touchscreens. 19
10.3.3 INDIRECT-CONTROL POINTING
DEVICES
Indirect pointing devices separate the input (motor) space from the output (display)
space, thus minimizing hand fatigue, by providing a surface for the hand to rest as
well as eliminating hand-screen occlusion, by keeping the spaces apart. However,
they require the hand to locate the device and also demand more cognitive
processing and hand/eye coordination to bring the on-screen cursor to the desired
target.
The mouse is the most common indirect pointing device and is appealing because of
its low cost and wide availability.
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T H E G R A P H I C S TA B L E T I S A
TOUCH-SENSITIVE S U R FA C E
S E PA R AT E F R O M T H E S C R E E N ,
U S U A L LY L A I D F L AT O N T H E
D E S K / TA B L E OR IN THE
U S E R ’ S L A P. T H I S S E PA R AT I O N
AGAIN ALLOWS FOR
C O M F O RTA B L E HAND
POSITIONING AND KEEPS THE
USERS’ HANDS OFF THE
SCREEN. THE GRAPHICS
TA B L E T I S A P P E A L I N G W H E N
USERS’ HANDS CAN REMAIN
WITH THE DEVICE FOR LONG
PERIODS WITHOUT SWITCHING
TO A KEYBOARD. FOR THIS
R E A S O N , G R A P H I C S TA B L E T S
ARE OFTEN POPULAR WITH
D I G I TA L A RT I S T S WHO
E N G A G E I N D R AW I N G A N D
S K E T C H I N G O P E R AT I O N S .
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10.3.4 COMPARISON OF POINTING DEVICES
. Decades of studies have consistently shown the merits of the mouse over
alternative devices for speed and accuracy. The pointing stick has been found to be
slower than the mouse due to tremors during fine finger movements (Mithal and
Douglas, 1996). Trackballs and touchpads fall somewhere in between. Users’ tasks
matter when comparing devices.
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10.3.5 FITTS’S LAW
Fitts’s Law (or even Fitts’ Law), this micro-scale HCI theory allows designers to
decide on the optimal locations and sizes of buttons and other elements when laying
out screens as well as indicates which pointing devices are best suited to performing
common tasks. Fitts noticed that the time required to complete hand movements was
dependent on the distance users had to move, D, and the target size, W. Doubling the
distance (say, from 10 cm to 20 cm) resulted in longer completion times, but not
twice as long. Increasing the target’s size (say, from 1 cm2 to 2 cm2) enabled users
to point at it more rapidly.
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10.3.6 NOVEL POINTING DEVICES
The popularity of pointing devices and the quest for new ways to engage diverse
users for diverse tasks have led to provocative innovations. Improving the match
between the task and the device and refining the input plus feedback strategies are
common themes (Kortum, 2008).
The popularity Of pointing devices and the quest for new ways to engage diverse
users for diverse tasks have led to provocative innovation.
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10.4
DISPLAYS
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T H E D I S P L AY I S T H E P R I M A R Y S O U R C E O F V I S U A L F E E D B A C K T O
USERS FROM THE COMPUTER. IT HAS MANY I M P O R TA N T
CHARACTERISTICS, SUCH AS:
• P H Y S I C A L D I M E N S I O N S ( U S U A L LY T H E D I A G O N A L D I M E N S I O N A N D
DEPTH)
• R E S O L U T I O N ( T H E N U M B E R O F P I X E L S AVA I L A B L E )
• N U M B E R O F AVA I L A B L E C O L O R S A N D C O L O R C O R R E C T N E S S
• L U M I N A N C E , C O N T R A S T, A N D G L A R E
• POWER CONSUMPTION
• R E F R E S H R AT E S ( S U F F I C I E N T T O A L L O W A N I M AT I O N A N D V I D E O )
COST
• RELIABILITY
10.4.1 DISPLAY TECHNOLOGY
• The classic raster-scan cathode-ray tubes (CRTs) have now mostly vanished, replaced by liquid-crystal
displays (LCDs) with their thin form, light weight, and low electricity consumption. Like LCDs, plasma
displays have a flat profile, but they consume more electricity. They are very bright and readable even from
the side, making them valuable for mounted wall displays in control rooms, public displays, or conference
rooms. Light-emitting diodes (LEDs) are now available in many colors and are being used in large public
displays. Matrices of miniature LEDs are also used in some head- mounted displays. Manufacturers are
actively developing new displays using organic light- emitting diodes (OLED). These durable organic
displays are energy-efficient and can be laid on flexible plastic or metallic foil, leading to new opportunities
for wearable or rollable displays.
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10.4.2 LARGE WALL DISPLAYS
• The ubiquity of computer displays, from desktops to mobile devices, projectors, and large televisions, lets
us envision how integrating all those displays could provide more productive work and play environments
(Ardito et al., 2015). The differentiation might fade in the future, but there are currently three types of large
wall displays.
• Informational wall displays
• interactive wall displays
• multiple-desktop displays
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10.4.3 TABLETOP (HORIZONTAL) DISPLAYS
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10.4.5 MOBILE DEVICE DISPLAYS
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10.4.6 DEFORMABLE AND SHAPE- CHANGING
DISPLAYS
Current displays are flat due to reasons of both manufacturing and tradition, but this
will likely not remain the case in the near future. In terms of manufacturing, new
technological advances in shape displays, digital fabrication, and programmable matter
will soon allow hardware companies to build displays that are of virtually any shape. In
terms of tradition, while computer interfaces have long been displayed on planar
surfaces, human history, culture, and technology are full of examples of non-planar
manifestations of data and content, such as sculptures, statues, tokens, souvenirs,
paintings, medals, and mementos. In other words, future displays will not only go
beyond the flat plane, but they will also be shape-changing in that they bend, move, and
respond to not only virtual but also physical interactions.
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10.4.6 DEFORMABLE AND SHAPE- CHANGING
DISPLAYS
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THANK YOU FOR
LISTENING!!!
Group 10 REPORTERS
Macay, Julia, M.
Magat, Claire
Lego, Karen Mae
Lavarias, Lea