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INPUT MODALITIESUXD minor theme ‘Multimodal, Crossmedia and Multi-Platform
Theme program
March 23: ‘Input modalities’ (Hans), workshop and assignment kick-off
March 30: ‘Output modalities’ (Rolf) and assignment progress
April 6: Workshop with Pieter Jongerius (Fabrique)
April 13: No class, EasterApril 20: Final presentations assignment
Theme in the scheme of things
Media, modalities and platforms provide us the nuts and bolts of the user experience.
The quality of the user experience is determined by our ability to utilize the media, modalities and platforms at our disposal.
Crossmedia
‘Crossmedia (also known as Cross-Media, Cross-Media Entertainment, Cross-Media Communication) is a media property owned, service, story or experience distributed across media platforms using a variety of media forms.’
http://en.wikipedia.org/wiki/Crossmedia
Multi-platform
‘In computing, cross-platform (also known as multi-platform) is a term used to refer to computer software or computing methods and concepts that are implemented and inter-operate on multiple computer platforms.’
http://en.wikipedia.org/wiki/Multiplatform
Multimodal
‘Multimodal interaction provides the user with multiple modes of interfacing with a system beyond the traditional keyboard and mouse input/output.’
http://en.wikipedia.org/wiki/Multimodal_interaction
Modality
‘A modality is a path of communication between the human and the computer.’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Input modalities and output modalities
‘In human-computer interaction, a modality is the general class of: a sense through which the human can receive the
output of the computer (for example, vision modality)
a sensor or device through which the computer can receive the input from the human’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Output modalities (computer-to-human)
‘Any human sense can be translated to a modality:
Major modalities Seeing or vision modality Hearing or audition modality
Haptic modalities Touch, tactile or tactition modality — the sense of pressure Proprioception modality — the perception of body awareness
Other modalities Taste or gustation modality Smell or olfaction modality Thermoception modality — the sense of heat and the cold Nociception modality — the perception of pain Equilibrioception modality — the perception of balance’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Input modalities (human-to-computer)
An input device is any peripheral (piece of computer hardware equipment) used to provide data and control signals to an information processing system (such as a computer).
http://en.wikipedia.org/wiki/Input_devices
Pointing devices
Ivan Sutherland (MIT) demoing Sketchpad (1962)(introduced by Alan Kay in 1987)
Pointing devices
‘Pointing devices are input devices used to specify a position in space. Direct/indirect Absolute/relative’
http://en.wikipedia.org/wiki/Input_devices
Fitts’ law
‘The time it takes to move from a starting position to a final target is determined by the distance to the target and the size of the object.’ (Saffer, 2007)
Pointing devices
And you can point at more than merely pixels on a screen…
Alphanumeric input: keyboards
Alphanumeric input: keyboards
Alphanumeric input: keyboards
Alphanumeric input: speech recognition
Speaker dependent/independentDiscrete-word/connected-word inputLimited/large vocabulary
Alphanumeric input: handwriting recognition
‘Recognition’ patents as early as 1914
‘Electronic ink’ and recognition in Vista
http://www.freepatentsonline.com/1117184.pdf
Pen Computing
‘The return of the pen’Switching modes:
‘pointing’ vs. ‘ink’
Tap is the New Click
"One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real.“
William Gibson - from: Saffer (2009)
Ubiquitous computing
‘Ubiquitous computing (ubicomp) is a post-desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities.’
http://en.wikipedia.org/wiki/Ubiquitous_computing
Wearable computing
‘Wearable computers are computers that are worn on the body.’
http://en.wikipedia.org/wiki/Wearable_computer
Tangible user interfaces
Hiroshi Ishii (MIT)
Sketching Mobile Experiences
Workshop in ‘Design This!’
Gestural Interfaces
Touchscreen vs. Free-form
Ergonomics of Interactive Gestures
"Hands are underrated. Eyes are in charge, mind gets all the study, and heads do all the talking. Hands type letters, push mice around, and grip steering wheels, so they are not idle, just underemployed."
—Malcolm McCullough, Abstracting Craft(from: Saffer, 2009)
Ergonomics of Interactive Gestures
Limitations due to anatomy, physiology and mechanics of the human body (kinesiology)
Left-handedness (7-10%) Fingernails Screen Coverage
Designing Touch Targets
No smaller than 1x1cm in an ideal world
In a not so ideal world:Iceberg TipsAdaptive Targets
Designing Touch Targets
But even spaciously sized targets can be tricky…
Patterns for Touchscreens and Interactive Surfaces
Tap to open/activate
Patterns for Touchscreens and Interactive Surfaces
Tap to select
Patterns for Touchscreens and Interactive Surfaces
Drag to move object
Patterns for Touchscreens and Interactive Surfaces
Slide to scroll
Patterns for Touchscreens and Interactive Surfaces
Spin to scroll
Patterns for Touchscreens and Interactive Surfaces
Pinch to shrink and spread to enlarge
Patterns for Free-Form Interactive Gestures
Proximity activates/deactivates
Patterns for Free-Form Interactive Gestures
Point to select/activate
Patterns for Free-Form Interactive Gestures
Rotate to change state
Patterns for Free-Form Interactive Gestures
Shake to change
Patterns for Free-Form Interactive Gestures
Tilt to move
Interesting demos
Reader
Wearable computers:Steve Mann. Eyetap.org. http://about.eyetap.org/
Ubiquitous computing: Mark Weiser (1991). The Computer for the 21st Century.
http://www.ubiq.com/hypertext/weiser/SciAmDraft3.htmlAdam Greenfield (2006). Everyware: The Dawning Age of
Ubiquitous Computing. New Riders, Berkeley, CA.Donald Norman (1998). The Invisible Computer: Why Good
Products Can Fail, The Personal Computer Is so Complex, and Information Appliances Are the Solution. The MIT Press, Cambridge, MA
Reader
Input devicesDoug Engelbart (1968). The mother of all demos.
Google video streamWikipedia.
http://en.wikipedia.org/wiki/The_Mother_of_All_Demos
Reader
Fitts’ LawDan Saffer (2007). Designing for Interaction: Creating
Smart Applications and Clever Devices. New Riders, Berkeley, CA. (page 53)
Speech recognitionMicrosoft. Microsoft Speech Technologies.
http://www.microsoft.com/speech/speech2007/default.mspx
Reader
Handwriting recognitionWacom. Unleash Windows Vista With A Pen.
http://www.wacom.com/vista/index.php
Gestural InterfacesDan Saffer (2009). Designing Gestural Interfaces. O’Reilly Media,
Sebastopol, CA
ErgonomicsHenry Dreyfuss (1955). Designing for People. Allworth Press,
New York, NY.
Theme assignment
Today’s workshop assignment
Work together in teams of 2-3 students on one input device Each team will be investigating the following:
What’s the typical application of this device? What are typical patterns applied with this device? How can this device connect to a computer? What driver or other software is available for this device? How can I adjust the parameters of this device? How can I create application prototypes with this device?
Build a simple demonstrator for the device, using your laptop computer
Analyze the user experience with your demonstrator Present your demonstrator at the end of the afternoon Document your findings in a pdf document Link the document to a post on your blog
Today’s workshop assignment
Available devices Touch screen (2) Wii mote (4) Xbox USB controller (2) Wacom (3) Web cam (5) SpaceNavigator (1) Presenter (3) Smartboard (1) iPhone (?)