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HUMAN COMPUTER INTERACTION (INTERACTION HOMME- MACHINE) LAY Héng [email protected] 2009 - 2010 1
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HUMAN COMPUTER INTERACTION

(INTERACTION HOMME-MACHINE)

LAY Héng

[email protected]

2009 - 2010

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CHAPTER 6:INPUT / OUTPUT DEVICES

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Where we will se there is not only mouse in the world …

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INPUT DEVICES: HISTORY REVIEW

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1950 1960

1970

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INPUT DEVICES: HISTORY REVIEW

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1980

1990

2000

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INPUT DEVICE

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Choosing a good device for the system Multi input devices possible a priori Compromise between contradictory constraints and not only on ergonomic:

no ideal device Utilization jointly many devices: complementary

Example: Mouse + Keyboard Importance of feedback associated to device: do not neglect in the choices

of devices

Example:

move the cursor on the screen

key typing vs. touchscreen

joystick feedback

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INPUT DEVICES: TYPOLOGY

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Input type Discrete Keyboard … Continuous trackball, joystick, optical stylus …

Localization Direct optical stylus, touchscreen … Indirect mouse, trackball, joystick, graphical tablet …

Absoluteoptical stylus, touchscreen, graphical tablet Relative mouse, trackball, joystick …

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INPUT DEVICES: KEYBOARD

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Keys: pressing type Electro-mechanics good feedback,

less resistance (problem dirty mark)

Membrane resistance, less incident

mediocre feedback

Keys: disposition Essential ergonomic factor: quick input, fatigue the articulation and

muscles … However, a solution under optimal: keyboard AZERTY / QWERTY

Remark: less than 15 days to adapt to the new keyboard

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INPUT DEVICES: KEYBOARD (DISPOSITION)

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QWERTY / AZERTY 1874 typewriter: jamming hammer Non ergonomic coupling the separated keys

most frequent keys on the left

DVORAK 1932 vowels and frequent consonant on 2nd line

balance on both hands Result reduction 90% of movement

DVORAK English DVORAK French

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INPUT DEVICES: KEYBOARD (DISPOSITION)

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Natural keyboards DVORAK disposition Curvature keyboard, sculptured keyboard limiting the articulation tension

Micro

soft M

altron Kin

esis

Chord keyboard Combination of keys to input a character: reduce the number

of keys Industry: one hand input Used to transcripts of debates in some parliament or courts

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POINTING DEVICES

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Localization Direct optical stylus, touchscreen Indirect mouse, trackball, joystick, graphical tablet …

Mouse, trackball, touchpad Indication of an localization Indication of a movement

Remark: facilitate the use of an input device by software constraints

Hybrid interaction style (click + localization) more grid of discrete position to draw geometric figure using a mouse

Microsoft trackball+

Optical mouse

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POINTING DEVICES

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Touch screen Direct interaction Extreme facility of learning Resistant and without movable extern element (devices)

_________________________________________________

Lack of precision (error of pointing) New screen with high precision, stylus

Fatigue arm / hand Screen with horizontal position

Screen masking Stylus

Optical stylus

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ADVANCE INPUT DEVICES

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Handwriting recognition Fusion of different modalities of input

Text input and pointing with only one device: touch screen

Direct interaction Natural language: learning facility

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ADVANCE INPUT DEVICES

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Handwriting recognition Error rate is not negligible

Input of special symbols: learnabillity, familiarity

Unistrokes Graffiti

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ADVANCE INPUT DEVICES

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Speech recognition Natural interaction style Absent of particular device: hand free, telephony

______________________________________________________________ High error rate

5% of WER in reading and finalized spontaneous speech (DOHM) 30% to 50% of WER in generic spontaneous speech

Ambiguity of natural language Replace the keyboard Problem of design too anthropomorphic

______________________________________________________________

Research and some well targeting applications Medical reports Reservation and Information server (ex: 3000)

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ADVANCE INPUT DEVICES

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Gloves and other 3D devices Increase virtual reality Hot research Some applications: video game, simulators, telemedicine Future technique and dream of researcher?

3D glove (data glove) Haptic glove (force feedback or gesture)

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INPUT DEVICES FOR HANDICAPPED

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Eye trackers Head movement detection Breath detection Joystick microgravity ...

Virtual keyboard Speech recognition …

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PREDICTIVE MODEL: GOMS

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Predictive model Measure predictive the behavior of user without real test Base on the result in psychology cognitive Useful for conception and evaluation

GOMS Goals – goals/objectives that user want to achieve Methods – procedure (sequence of actions or cognitive activities)

required to accomplish the goals Operators – cognitive process and physic actions taken at the end of

different possible methods Selection – rules used to choose a method in a giving moment

Estimate the execution time base on average known time for each operator

[Card, Moran, Newell, 1983]

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PREDICTIVE MODEL: GOMS

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Example Goals Text Editor: delete a word in a phrase Methods

Operators

Selection

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PREDICTIVE METHOD: KEYSTROKE

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Keystroke level model Independent of GOMS Estimate the execution time of basic commands Model base on the observation of multiple experimental data on the time to

complete the elementary operators

Operators K Key selection (keystroke) P Pointing H reposition of hand on input device D display/drawing a line on the screen M mental action R (eventual) response time of system

[Card, Moran, Newell, 1983]

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PREDICTIVE MODEL: KEYSTROKE

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Operators: average execution time K simple key press

Experienced secretary input

Average user input

Novice user input

Press <Shift> or <Ctrl> P Mouse pointing on a target

mouse click H reposition of keyboard D drawing a line M mental action

Texec = TK + TP + TH + TD + TM + (TR)

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PREDICTIVE MODEL: FITTS’S LAW

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Principle

The time taken to achieve a target is proportional to the distance of the target and inversely proportional to its size

Law

The necessary time to move a pointing device which is placed at a distance D from the target of larger d:

Limits Limit of scale – beyond a certain critical value of distance D, the time

required to reach the target will just depend on D, instead of the D/d Limit of difficulty – for ratio D/d well above 1000, achieving the target is

generally not possible (subject failure) Limit of device – law does not valid for all types of pointing devices

T = C1 + C2 log2(2D/d)

C1,C2: constant depend on device (example: C1=0.05s and C2=0.1s) and determined by experimentations

[Fitts, 1954]

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BIBLIOGRAPHIES

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Publications Card S., Moran T., Newell A. (1983) The psychology of Human-Computer

Interaction, Laurence Erlbaum Ass., Hillsdale, NJ. Fitts P.M. (1954) The information capacity of the human motor system in

controlling amplitude of movement. Journal of Experimental Psychology. 47, 381-391.

Gray W.D., John B.E., Atwood M.E. (1993) Project Ernestine: validating a GOMS analysis for predicting and explaining real-world performance. Human-Computer Interaction. 8(3), 237-309.