Human-Computer Interaction - how to acquire design knowledge -
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1 Human-Computer Interaction - how to acquire design knowledge - Prof. dr. Matthias Rauterberg Faculty of Technology Management Technical University Eindhoven The Netherlands
2 What is Human-Computer Interaction about? Working domain Working system Goal: Actual Performance => Desired Performance user system M. Rauterberg, TU/e 2
3 Interface Design or Interaction Design? user interaction system M. Rauterberg, TU/e 3
4 HCI Research Line: basic cycle Design relevant knowledge analysis synthesis [empirical] validation Interactive systems M. Rauterberg, TU/e 4
5 NUI: The First Round Tangible interaction Expert Interview Digital Desk M. Rauterberg, TU/e 5
6 The Digital Desk from Pierre Wellner in 1991 The DigitalDesk is built around an ordinary physical desk and can be used as such, but it has extra capabilities. A video camera is mounted above the desk, pointing down at the work surface. This camera's output is fed through a system that can detect where the user is pointing (using an LED-tipped pen) and it can recognise the documents that are placed on it. The more advanced version also has a computer-driven projector mounted above the desk enabling electronic objects to be projected onto real paper documents -- removing the burden of having to switch attention between screen and paper and allowing additional user-interaction techniques. [invented and built by Pierre Wellner, Xerox EuroPARC] Pierre Wellner Video clip M. Rauterberg, TU/e 6
7 What is a design principle? Perception Space The physical space where the user s attention is. Action Space The physical space where the user acts in. Design Principle: perception space and action space must coincide! Interlacing the display and manipulation space (Djajadiningrat, 1998) M. Rauterberg, TU/e 7
8 Natural User Interfaces (NUI): design constrains 1. design requirement No technical equipment inside the body space of the user! 2. design requirement Perception space and action space must coincide! M. Rauterberg, TU/e 8
9 NUI: The Second Round Design principle overhead projector video camera Field experiment virtual player virtual chips real chip NEW button Digital Playing Desk M. Rauterberg, TU/e 9
10 Tic-Tac-Toe with four interaction styles Video clip Video clip Video clip M. Rauterberg, TU/e 10
11 Digital Playing Desk (DPD) Video clip M. Rauterberg, TU/e 11
12 User Studies with the DPD Video clip M. Rauterberg, TU/e 12
13 Empirical Results: Playing time per game Cell Line Chart for "playing time" Grouping Variable(s): Interface type Error Bars: ± 1 Standard Deviation(s) 350 Cell Mean for time of user (s) CI MI TI DPD P<.001 P<.01 P<.001 P<.001 P<.001 P<.001 M. Rauterberg, TU/e 13
14 Empirical Results : winning chance per dialog technique user win Cell Line Chart for "winning chance" Grouping Variable(s): Interface type Error Bars: ± 1 Standard Deviation(s) remis computer win CI MI TI DPD P<.020 P<.080 P<.001 P<.802 P<.001 P<.007 M. Rauterberg, TU/e 14
15 NUI: The Third Round Prop Design User study Build-It systems M. Rauterberg, TU/e 15
16 The Build-It System Bichsel, Fjeld & Rauterberg 1997 Video clip M. Rauterberg, TU/e 16
17 The 18th Century: tool production Build-It tangible props M. Rauterberg, TU/e 17
18 NUI interaction props: user study Props design factors: form, size, material and metaphor: An experiment was carried out to explore different design strategies. Tasks were based on initial planning of an interior architecture. Focus of the experiment was subjective opinion (n=12) about the bricks. The bricks were ranked by user performance before (first number) and after (second number) task solving activity. M. Rauterberg, TU/e 18
19 NUI: The Fourth Round Navigation Design Experiment Build-It systems M. Rauterberg, TU/e 19
20 The Build-It System Fjeld, Bichsel & Rauterberg 2001 Video clip M. Rauterberg, TU/e 20
21 Navigation Design: experimental results Dependent variable: Trial completion time (tct) Plan view method: No significant effect. Side view method: Scene Handling (SH: tct=150 s) gave better performance than View Handling (VH: tct=183 s). Other effects: Trial (learning effect) and task had a significant effect. M. Rauterberg, TU/e 21
22 NUI: The Fifth Round 3D interaction Experiment VIP system M. Rauterberg, TU/e 22
23 VIP: tangible interaction props Aliakseyeu, Martens, Subramaniam & Rauterberg 2002 Video clip M. Rauterberg, TU/e 23
24 Further Developments Empirical validation Additional interaction techniques, e.g. speech input full 3D interaction possibilities video conferencing functionality for distributed cooperation M. Rauterberg, TU/e 24
25 GUI versus NUI interaction models Ullmer & Ishii, 2000 INPUT OUTPUT INPUT / OUTPUT physical control graspable representation Non graspable representation digital control view model model M. Rauterberg, TU/e 25
26 Design Metaphors Substitute Channel Tool long time ago 2000 history M. Rauterberg, TU/e 26
27 Trend in Interface Design SW controls HW controls M. Rauterberg, TU/e 27
28 mechatronic style electronic style mechanical style time M. Rauterberg, TU/e 28
29 Design trends mechatronic style active forms (smart memory alloys) connected forms (ambient intelligence) given forms (ubiquituous computing) mechanical style dedicated form (e.g. typewriter, etc)) electronic style channel forms (e.g. PC, TV, Radio, etc) M. Rauterberg, TU/e 29 time
30 Thank you for your attention More at M. Rauterberg, TU/e 30
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