SE365 · Lecture 4 · Annotated SlidesInteraction and Interfaces
Original
Overview

Interaction and Interfaces

Understanding the problem space (assumptions and claims), conceptual models and interface metaphors, the interaction types (instructing, conversing, manipulating, exploring, responding) and direct manipulation, then a tour of 20 interface types from command-based and WIMP to VR, mobile, speech, touch, tangible, wearable and brain–computer interfaces.

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Every original slide is shown unchanged. Yellow marks on a slide point to a numbered note: hover or tap a mark to jump to its note, and hover a note to see its marks. Questions tagged Past exam appeared on a real paper; Prediction questions are likely angles, not confirmed. Pick an answer to each question: a wrong pick tells you why it is wrong, so you can try again.

All 115 slides
  1. 1 Slide 1
  2. 2 Overview
  3. 3 Learning Outcomes
  4. 4 Recap
  5. 5 Understanding the Problem Space
  6. 6 What is a Claim?
  7. 7 Activity: How will enabling robot waiters to speak to customers enhance their
  8. 8 What is the problem being addressed?
  9. 9 Working through assumptions
  10. 10 A Framework for Analyzing the Problem Space
  11. 11 Activity: What are the assumptions & claims made about 3D TV?
  12. 12 Assumptions and claims: how realistic?
  13. 13 Benefits of Conceptualizing
  14. 14 From Problem Space to Design Space
  15. 15 Conceptual Models
  16. 16 First Steps in Formulating a
  17. 17 Conceptual models
  18. 18 Interface metaphors
  19. 19 Interface Metaphors
  20. 20 The card metaphor
  21. 21 Interface Metaphors (cont)
  22. 22 Interface Metaphors (cont)
  23. 23 Activity
  24. 24 Interaction Types
  25. 25 Interaction Types (cont)
  26. 26 Interaction Types (cont)
  27. 27 Interaction Types (cont)
  28. 28 Pros and cons of conversational model
  29. 29 Slide 29
  30. 30 Interaction Types (cont)
  31. 31 Interaction Types (cont)
  32. 32 Benefits of Direct Manipulation
  33. 33 Disadvantages of Direct
  34. 34 Interaction Types (cont)
  35. 35 Slide 35
  36. 36 Responding
  37. 37 Which Conceptual Model is
  38. 38 Conceptual Models:
  39. 39 Interface Types
  40. 40 1. Command-based
  41. 41 Second Life command-based interface for visually impaired users
  42. 42 Research & design issues
  43. 43 2a. WIMP
  44. 44 Simple smartwatch menus with 1, 2 or 3 options
  45. 45 2b. GUI
  46. 46 i - Window design
  47. 47 Apple shrinking windows
  48. 48 Safari panorama window view
  49. 49 Is this method any better?
  50. 50 Research & design issues
  51. 51 ii- Menus design
  52. 52 Template for a Collapsible Menu
  53. 53 A Mega Menu
  54. 54 iii – Icon design
  55. 55 Icon Forms
  56. 56 2 types of Icon Styles
  57. 57 Flat 2D Icons for Smartphone and Smartwatch
  58. 58 Research & design issues
  59. 59 3. Multimedia
  60. 60 3. Multimedia (cont)
  61. 61 Research & design issues
  62. 62 4. Virtual Reality
  63. 63 4. Virtual Reality (cont)
  64. 64 Research & design issues
  65. 65 5. Information Visualization
  66. 66 Research & design issues
  67. 67 6. Web
  68. 68 Usability VS Attractive?
  69. 69 Research & design issues
  70. 70 Activity
  71. 71 7. Consumer electronics &
  72. 72 Research & design issues
  73. 73 8. Mobile
  74. 74 Mobile Challenges
  75. 75 Simple or Complex?
  76. 76 Research & design issues
  77. 77 9. Speech
  78. 78 Get me a human operator!
  79. 79 Format
  80. 80 Research & design issues
  81. 81 10. Pen
  82. 82 10. Pen (cont)
  83. 83 11. Touch
  84. 84 Research & design issues
  85. 85 Research & design issues (cont)
  86. 86 12. Air-based Gestures
  87. 87 Home Entertainment
  88. 88 Research & design issues
  89. 89 13. Haptic
  90. 90 Research & design issues
  91. 91 14. Multi-modal
  92. 92 Tracking a Person’s Movements
  93. 93 Research & design issues
  94. 94 15. Shareable
  95. 95 Slide 95
  96. 96 Research & design issues
  97. 97 16. Tangible
  98. 98 Examples
  99. 99 Benefits
  100. 100 Research & design issues
  101. 101 17. Augmented & Mixed Reality
  102. 102 Research & design issues
  103. 103 18. Wearable
  104. 104 Google Glass: short-lived
  105. 105 Research & design issues
  106. 106 19. Robots
  107. 107 Drones
  108. 108 Drone in vineyard
  109. 109 Research & design issues
  110. 110 20. Brain-computer
  111. 111 A brain-computer interface being used by a woman who is paralyzed to select letters on the screen
  112. 112 Natural User Interfaces (NUIs)
  113. 113 Which Interface?
  114. 114 Which Interface? (cont)
  115. 115 Summary
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Slide 1

Slide 1: Slide 1
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Overview

Slide 2: Overview
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Learning Outcomes

Slide 3: Learning Outcomes
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Recap

Slide 4: Recap
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Understanding the Problem Space

Slide 5: Understanding the Problem Space

Notes

  1. Problem space: understand what you are designing and why before how; make assumptions and claims explicit.

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What is a Claim?

Slide 6: What is a Claim?

Notes

  1. Assumption: something taken for granted that needs checking. Claim: something stated as true that is open to question.

Slide 7 / 115

Activity: How will enabling robot waiters to speak to customers enhance their

Slide 7: Activity: How will enabling robot waiters to speak to customers enhance their
Slide 8 / 115

What is the problem being addressed?

Slide 8: What is the problem being addressed?
Slide 9 / 115

Working through assumptions

Slide 9: Working through assumptions
Slide 10 / 115

A Framework for Analyzing the Problem Space

Slide 10: A Framework for Analyzing the Problem Space
Slide 11 / 115

Activity: What are the assumptions & claims made about 3D TV?

Slide 11: Activity: What are the assumptions & claims made about 3D TV?
Slide 12 / 115

Assumptions and claims: how realistic?

Slide 12: Assumptions and claims: how realistic?
Slide 13 / 115

Benefits of Conceptualizing

Slide 13: Benefits of Conceptualizing
Slide 14 / 115

From Problem Space to Design Space

Slide 14: From Problem Space to Design Space
Slide 15 / 115

Conceptual Models

Slide 15: Conceptual Models
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First Steps in Formulating a

Slide 16: First Steps in Formulating a
Slide 17 / 115

Conceptual models

Slide 17: Conceptual models
Slide 18 / 115

Interface metaphors

Slide 18: Interface metaphors

Notes

  1. Interface metaphor: uses familiar knowledge (desktop, shopping cart, cards) to help users understand.

Exam angle

PredictionQ1

An online "shopping cart" is an example of:

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Interface Metaphors

Slide 19: Interface Metaphors
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The card metaphor

Slide 20: The card metaphor
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Interface Metaphors (cont)

Slide 21: Interface Metaphors (cont)
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Interface Metaphors (cont)

Slide 22: Interface Metaphors (cont)
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Activity

Slide 23: Activity
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Interaction Types

Slide 24: Interaction Types

Notes

  1. Interaction types: instructing (commands), conversing (dialog), manipulating (direct manipulation), exploring (moving through space), responding (system takes the initiative).

Exam angle

PredictionQ1

Asking a voice assistant "What’s the weather?" is which interaction type?

PredictionQ2

Dragging a file to the trash is:

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Interaction Types (cont)

Slide 25: Interaction Types (cont)
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Interaction Types (cont)

Slide 26: Interaction Types (cont)
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Interaction Types (cont)

Slide 27: Interaction Types (cont)
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Pros and cons of conversational model

Slide 28: Pros and cons of conversational model
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Slide 29

Slide 29: Slide 29
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Interaction Types (cont)

Slide 30: Interaction Types (cont)
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Interaction Types (cont)

Slide 31: Interaction Types (cont)
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Benefits of Direct Manipulation

Slide 32: Benefits of Direct Manipulation

Notes

  1. Direct manipulation (Shneiderman): visible objects, rapid reversible incremental actions, physical actions instead of commands. Easy to learn; can be slow for experts.

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Disadvantages of Direct

Slide 33: Disadvantages of Direct
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Interaction Types (cont)

Slide 34: Interaction Types (cont)
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Slide 35

Slide 35: Slide 35
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Responding

Slide 36: Responding
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Which Conceptual Model is

Slide 37: Which Conceptual Model is
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Conceptual Models:

Slide 38: Conceptual Models:
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Interface Types

Slide 39: Interface Types
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1. Command-based

Slide 40: 1. Command-based

Notes

  1. Command-based: powerful and fast for experts; hard to learn (recall).

Slide 41 / 115

Second Life command-based interface for visually impaired users

Slide 41: Second Life command-based interface for visually impaired users
Slide 42 / 115

Research & design issues

Slide 42: Research & design issues
Slide 43 / 115

2a. WIMP

Slide 43: 2a. WIMP

Notes

  1. WIMP: Windows, Icons, Menus, Pointer. GUI extends it with toolbars, dialog boxes, etc.

Slide 44 / 115

Simple smartwatch menus with 1, 2 or 3 options

Slide 44: Simple smartwatch menus with 1, 2 or 3 options
Slide 45 / 115

2b. GUI

Slide 45: 2b. GUI
Slide 46 / 115

i - Window design

Slide 46: i - Window design
Slide 47 / 115

Apple shrinking windows

Slide 47: Apple shrinking windows
Slide 48 / 115

Safari panorama window view

Slide 48: Safari panorama window view
Slide 49 / 115

Is this method any better?

Slide 49: Is this method any better?
Slide 50 / 115

Research & design issues

Slide 50: Research & design issues
Slide 51 / 115

ii- Menus design

Slide 51: ii- Menus design
Slide 52 / 115

Template for a Collapsible Menu

Slide 52: Template for a Collapsible Menu
Slide 53 / 115

A Mega Menu

Slide 53: A Mega Menu
Slide 54 / 115

iii – Icon design

Slide 54: iii – Icon design
Slide 55 / 115

Icon Forms

Slide 55: Icon Forms
Slide 56 / 115

2 types of Icon Styles

Slide 56: 2 types of Icon Styles
Slide 57 / 115

Flat 2D Icons for Smartphone and Smartwatch

Slide 57: Flat 2D Icons for Smartphone and Smartwatch
Slide 58 / 115

Research & design issues

Slide 58: Research & design issues
Slide 59 / 115

3. Multimedia

Slide 59: 3. Multimedia
Slide 60 / 115

3. Multimedia (cont)

Slide 60: 3. Multimedia (cont)
Slide 61 / 115

Research & design issues

Slide 61: Research & design issues
Slide 62 / 115

4. Virtual Reality

Slide 62: 4. Virtual Reality

Notes

  1. VR: computer-generated immersive environments; presence; risk of motion sickness.

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4. Virtual Reality (cont)

Slide 63: 4. Virtual Reality (cont)
Slide 64 / 115

Research & design issues

Slide 64: Research & design issues
Slide 65 / 115

5. Information Visualization

Slide 65: 5. Information Visualization
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Research & design issues

Slide 66: Research & design issues
Slide 67 / 115

6. Web

Slide 67: 6. Web
Slide 68 / 115

Usability VS Attractive?

Slide 68: Usability VS Attractive?
Slide 69 / 115

Research & design issues

Slide 69: Research & design issues
Slide 70 / 115

Activity

Slide 70: Activity
Slide 71 / 115

7. Consumer electronics &

Slide 71: 7. Consumer electronics &
Slide 72 / 115

Research & design issues

Slide 72: Research & design issues
Slide 73 / 115

8. Mobile

Slide 73: 8. Mobile

Notes

  1. Mobile: small screens, touch, context of use; keep it simple, big targets.

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Mobile Challenges

Slide 74: Mobile Challenges
Slide 75 / 115

Simple or Complex?

Slide 75: Simple or Complex?
Slide 76 / 115

Research & design issues

Slide 76: Research & design issues
Slide 77 / 115

9. Speech

Slide 77: 9. Speech

Notes

  1. Speech interfaces: good for hands-busy situations; problems with recognition and long menus.

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Get me a human operator!

Slide 78: Get me a human operator!
Slide 79 / 115

Format

Slide 79: Format
Slide 80 / 115

Research & design issues

Slide 80: Research & design issues
Slide 81 / 115

10. Pen

Slide 81: 10. Pen
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10. Pen (cont)

Slide 82: 10. Pen (cont)
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11. Touch

Slide 83: 11. Touch

Notes

  1. Touch: single and multi-touch gestures (swipe, pinch).

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Research & design issues

Slide 84: Research & design issues
Slide 85 / 115

Research & design issues (cont)

Slide 85: Research & design issues (cont)
Slide 86 / 115

12. Air-based Gestures

Slide 86: 12. Air-based Gestures
Slide 87 / 115

Home Entertainment

Slide 87: Home Entertainment
Slide 88 / 115

Research & design issues

Slide 88: Research & design issues
Slide 89 / 115

13. Haptic

Slide 89: 13. Haptic
Slide 90 / 115

Research & design issues

Slide 90: Research & design issues
Slide 91 / 115

14. Multi-modal

Slide 91: 14. Multi-modal
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Tracking a Person’s Movements

Slide 92: Tracking a Person’s Movements
Slide 93 / 115

Research & design issues

Slide 93: Research & design issues
Slide 94 / 115

15. Shareable

Slide 94: 15. Shareable
Slide 95 / 115

Slide 95

Slide 95: Slide 95
Slide 96 / 115

Research & design issues

Slide 96: Research & design issues
Slide 97 / 115

16. Tangible

Slide 97: 16. Tangible
Slide 98 / 115

Examples

Slide 98: Examples
Slide 99 / 115

Benefits

Slide 99: Benefits
Slide 100 / 115

Research & design issues

Slide 100: Research & design issues
Slide 101 / 115

17. Augmented & Mixed Reality

Slide 101: 17. Augmented & Mixed Reality

Notes

  1. AR overlays digital information on the real world; mixed reality blends both.

Exam angle

PredictionQ1

Overlaying directions on a live camera view of the street is:

Slide 102 / 115

Research & design issues

Slide 102: Research & design issues
Slide 103 / 115

18. Wearable

Slide 103: 18. Wearable
Slide 104 / 115

Google Glass: short-lived

Slide 104: Google Glass: short-lived
Slide 105 / 115

Research & design issues

Slide 105: Research & design issues
Slide 106 / 115

19. Robots

Slide 106: 19. Robots
Slide 107 / 115

Drones

Slide 107: Drones
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Drone in vineyard

Slide 108: Drone in vineyard
Slide 109 / 115

Research & design issues

Slide 109: Research & design issues
Slide 110 / 115

20. Brain-computer

Slide 110: 20. Brain-computer
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A brain-computer interface being used by a woman who is paralyzed to select letters on the screen

Slide 111: A brain-computer interface being used by a woman who is paralyzed to select letters on the screen
Slide 112 / 115

Natural User Interfaces (NUIs)

Slide 112: Natural User Interfaces (NUIs)
Slide 113 / 115

Which Interface?

Slide 113: Which Interface?

Notes

  1. Choose the interface by the users, their tasks, context and the product’s goals, not by novelty.

Slide 114 / 115

Which Interface? (cont)

Slide 114: Which Interface? (cont)
Slide 115 / 115

Summary

Slide 115: Summary