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Chapter 10 DEVICES

The document discusses various input devices for computers including keyboards, pointing devices, and displays. It covers the history and development of keyboards and describes different keyboard layouts and designs. The document also examines pointing devices and touchscreens and how they allow direct interaction. Mobile text entry methods are explored as well.

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0% found this document useful (0 votes)
26 views37 pages

Chapter 10 DEVICES

The document discusses various input devices for computers including keyboards, pointing devices, and displays. It covers the history and development of keyboards and describes different keyboard layouts and designs. The document also examines pointing devices and touchscreens and how they allow direct interaction. Mobile text entry methods are explored as well.

Uploaded by

julia0231046
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 37

CHAPTER 10

DEVICES
AGENDA

10.1 Introduction

10.2 Keyboard and Keypads

10.3 Pointing Devices

10.4 Displays
10.1

I NTROD UCT I ON

3
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).
4
5
10.2

KEY BO ARDS AN D
KEY PADS
6
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).

7
10.2.1 KEYBOARD LAYOUTS

• The Smithsonian Institution’s National Museum of American History in


Washington, DC, has a remarkable exhibit on the development of the
typewriter. During the middle of the nineteenth century, hundreds of
attempts were made to build typewriters, with a stunning variety of
positions for the paper, mechanisms for producing characters, and layouts
for the keys. By the 1870s, Christopher Latham Sholes’s design was
becoming dominant—it had a good mechanical design and a clever
placement of the letters that slowed down the users enough that key
jamming was infrequent. This so-called QWERTY layout puts frequently
used letter pairs far apart, thereby increasing finger travel distances.

8
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.
9
10.2.2 ACCESSIBLE TEXT ENTRY

10
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.

• Keypresses require a 40- to 125-gram force and a displacement of 1 to 4


millimeters, which enables rapid typing with low error rates while
providing suitable feedback to users. An important element in key design is
the profile of force displacement. When the key has been depressed far
enough to send a signal, the key gives way and emits a very light click.
This tactile and audible feedback is extremely important in touch typing;
hence, membrane keyboards that use a nonmoving surface are difficult to
use for extensive touch typing.
11
10.2.4 MOBILE TEXT ENTRY
• As computers morph into new form factors—such as tables, tablets, and
phones—as well as become universally usable for a broader population of
users from different backgrounds, nationalities, and capabilities, text entry
is also changing beyond the traditional keyboard. Most older or low-cost
mobile devices provide only a numeric keypad. Entering text using
keypads requires multiple taps, where users hit a number key multiple
times to cycle through several letters assigned to that key. Using the same
key for consecutive letters requires the user to pause between letters.

12
10.2.4 MOBILE TEXT ENTRY

13
10.2.4 MOBILE TEXT ENTRY

14
10.3

POINTING DEVICES

15
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

Pointing devices are useful for seven types of interaction tasks.​


1.Select-choosing from a set of items.​
2. Position-choosing a point in a one-,two-, three-, or higher-, dimensional space .​
3 .Orient- choose a direction in a two-, three-, or higher dimensional space. ​
4.Path-define a series of positioning and orientation operation.​
5.Quantify-specify a numeric value.​
6.Gesture- perform an action by executing pre-defined motion.​
7.Text- enter move, and edit text include centering.​
17
BOX 10.1 POINTING DEVICES

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

18
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.

20
21
22
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 .

23
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.

24
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.

25
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.​

26
10.4

DISPLAYS

27
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.

29
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

30
10.4.3 TABLETOP (HORIZONTAL) DISPLAYS

• While wall displays promote coordination and consensus, horizontal surfaces


have been shown to invite collaboration and discussion (Rogers and Lindley,
2004). For this reason, tabletop displays have become an interesting platform for
deeply collaborative settings, such as for creative design, problem solving, or
real-time resource management and planning. Such digital tabletops are
generally equipped with multi-touch touchscreens, which allow a single user to
use both hands or multiple fingers at once or allow multiple users to work
together on a shared surface.
31
10.4.4 HEADS-UP AND HEAD- MOUNTED DISPLAYS

• Personal-display technology involves small portable monitors, often made with


LCDs in monochrome or color. A heads-up display projects information on the
partially silvered windscreen of an airplane or car, for example, so that the pilots
or drivers can keep their attention focused on the surroundings while receiving
computer- generated information.

• An alternative, the head-mounted display (HMD) used in virtual reality or


augmented reality applications.
32
10.4.5 MOBILE DEVICE DISPLAYS

• The use of mobile devices is becoming widespread in personal and business


applications and has the potential to improve medical care, facilitate learning in
schools, and contribute to more fulfilling sightseeing experiences. Medical
monitors can alert doctors when a patient’s life signs reach a critical level,
schoolchildren may gather data or solve problems collaboratively using handheld
devices, and emergency rescue personnel can evaluate their situation in
dangerous environments by using small devices fixed on their suits.

33
10.4.5 MOBILE DEVICE DISPLAYS

Small displays are also finding ways into


our homes, with reprogrammable picture
frames and other devices, and even onto
our bodies, with ever more powerful
wristwatches with customization features
to fit the needs of the moment. The new
generation of so-called “smartwatches,”
such as the Apple Watch and Fitbit Surge

34
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.
35
10.4.6 DEFORMABLE AND SHAPE- CHANGING
DISPLAYS

36
THANK YOU FOR
LISTENING!!!

Group 10 REPORTERS
Macay, Julia, M.
Magat, Claire
Lego, Karen Mae
Lavarias, Lea

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