7 Interfaces
7 Interfaces
7 Interfaces
DESIGN
Interfaces
◦ Interface types
◦ Highlight the main design and research considerations for
each of the different interfaces
2. Graphical
3. Multimedia
4. Virtual reality
20
5. Web
6. Mobile
INTERFAC
7. Appliance
8. Voice
E TYPES
9. Pen
10. Touch
COVERED
11. Gesture
12. Haptic
13. Multimodal
14. Shareable
15. Tangible
17. Wearables
20. Smart
Command line interfaces
◦ Commands such as abbreviations (for instance, ls) typed in at the prompt
to which the system responds (for example, by listing current files)
◦ Some are hard wired at keyboard, while others can be assigned to keys
◦ For example, they represent desktop objects, tools (for example, a paintbrush),
applications (for instance, a web browser), and operations (such as cut, paste,
next, accept, and change)
Icons
◦ Since the Xerox Star days, icons have changed in their look and feel:
◦ black and white
◦ Color, shadowing, photorealistic images, 3D rendering, and animation
◦ Text labels can be used alongside icons to help identification for small
icon sets
◦ For large icon sets (for instance, photo editing or word processing) can use
the hover function
◦ Combines different media within a single interface with
various forms of interactivity
◦ Graphics, text, video, sound, and animation
◦ Users click on links in an image or text
◦ Another part of the program
◦ An animation or a video clip is played
Multimedia
◦ Users can return to where they were or move on to another
place
Early websites were largely Concern was with how best Nowadays, more emphasis is Need to think of how to
text-based, providing to structure information to on making pages distinctive, design information for
hyperlinks enable users to navigate and striking, and aesthetically multiple platforms—
access them easily and pleasing keyboard or touch?
quickly
interfaces
and working life
For example, phones, fitness trackers, and smartwatches
Mobile interfaces can be cumbersome to use for those Key concern is hit area:
with poor manual dexterity or ‘fat’ fingers
Area on the phone display that the user touches to make something happen,
such as a key, an icon, a button, or an app
Space needs to be big enough for all fingers to press accurately
If too small, the user may accidentally press the wrong key
Fitts’ law can be used to help design right spacing
• Minimum tappable areas should be 44 points x 44 points for all controls
Appliances
Everyday devices in home, And personal devices Used for short periods Need to be usable with
public places, or car minimal, if any, learning
For example, washing machines, For instance, digital clock and digital For example, starting the washing
remotes, toasters, printers, and camera machine, watching a program, buying
navigation systems) a ticket, changing the time, or taking a
snapshot
SIMPLE
TOASTER
CONTROL
Research and design
considerations
◦ Need to design as transient interfaces with short interactions
◦ Simple interfaces
◦ Consider trade-off between soft and hard controls
◦ For example, use of buttons or keys, dials, or scrolling
Voice User Interfaces
◦ Involves a person talking with a spoken language app, for example,
timetable, travel planner, or phone service
◦ Used most for inquiring about specific information, for example, flight
times or to perform a transaction, such as buying a ticket
◦ For example, speech recognition word processors, page scanners, web readers,
and home control systems
Have speech interfaces come of age?
People often interrupt each other in a
conversation
• Especially when ordering in a restaurant,
rather than let the waiter go through all of the
Modeling human options
◦ But more chance of error, since caller might assume that the system is like a human
example,
and so forth
Pen-based
◦ Capitalize on the well-honed drawing skills developed from
childhood
Research and
design When to buzz and how intense
considerations
How does the wearer feel it in different contexts?
Research and
◦ Should robots be designed to be human-like or look like and
behave like robots that serve a clearly-defined purpose?
◦ Should the interaction be designed to enable people to interact with
the robot as if it was another human being or more human- design
considerations
computer-like (for example, pressing buttons to issue commands)?
◦ Is it acceptable to use unmanned drones to take a series of images
or videos of fields, towns, and private property without permission
or people knowing what is happening?
◦ Brain-computer interfaces (BCI) provide a
communication pathway between a person’s brain
waves and an external device, such as a cursor on a
screen
◦ Person is trained to concentrate on the task, for
example, moving the cursor Brain-computer
◦ BCIs work through detecting changes in the neural interfaces
functioning in the brain
◦ BCIs apps:
◦ Games (for example, Brain Ball)
◦ Enable people who are paralyzed to control robots
A brain-computer interface
being used by a woman who
is paralyzed to select letters
on the screen
◦ Smart: phones, speakers, watches, cars, buildings, cites
◦ Smart refers to having some intelligence and
connected to the internet and other devices
◦ Context-aware
Understand what is happening around them and execute
appropriate actions, for example, a Nest thermostat
Smart interfaces
◦ Human-building interaction
Buildings are designed to sense and act on behalf of the
inhabitants but also allow them to have some control and
interaction with the automated systems
◦ Which interface to use will depend on task, users, context, cost,
robustness, and so on
◦ Is multimedia better than tangible interfaces for learning?
◦ Is speech as effective as a command-based interface?
◦ Is a multimodal interface more effective than a mono-modal
interface?
◦ Will wearable interfaces be better than mobile interfaces for
Which interface?
helping people to find information in foreign cities?
◦ Are virtual environments the ultimate interface for playing games?
◦ Are shareable interfaces better at supporting communication and
collaboration compared with using networked desktop PCs?
◦ Many innovative interfaces have emerged in last 30
years, including speech, wearable, mobile, brain, and
tangible
◦ This raises many design and research questions as to
decide which to use
◦ For example, how best to represent information to the user
so that they can carry out ongoing activity or task
Summary
◦ New smart interfaces that are context-aware and
monitor people
◦ Raising new ethical issues concerned with what data is
being collected and what it is used for