ID Flashcards

(119 cards)

1
Q

Who invented the Mouse? When was that?

A

Douglas C. Engelbart 1964

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2
Q

What does Xerox PARC stand for? Why do you need to remember that?

A

Palo Alto Research Center. Many innovations in interaction design were invented at Xerox PARC. Xerox Star but also: ethernet, laser printer…

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3
Q

Name and explain the four components of Engelbart’s framework. Is this still applicable today? What changed?

A
  1. Artefacts
  2. Language
  3. Methodology
  4. Training

Today we don’t assume that users have to train to use technology

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4
Q

Which interaction design concept of Xerox Star is still used in computers today?

A

The desktop metaphor

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5
Q

What does WYSIWYG mean? Name one example! Where was it invented?

A

What you see is what you get, e.g. MS Word. Xerox PARC

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6
Q

Name four disciplines that intersect with interaction design according to Saffer, 2009

A

User-Expereince Design, Industrial Design, Human Factors, Usability Engineering, Human Computer Interaction, User Interface Engineering, Communication Design, Information Architecture

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7
Q

Marc Weiser

A

The computer for the 21st century

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8
Q

WIMP

A
  • stands for “window, icon, menu, pointing device”

- coined by Merzouga Wilberts in 1980 -is often incorrectly used as an approximate synonym of “GUI”.

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9
Q

Explain: Bill Verplank: “How do you do?”

A

How do you affect the world? You can grab hold of a handle and manipulate it, keeping control as you do it.

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10
Q

Explain: Bill Verplank: “How do you feel?”

A

How do you get feedback? That’s where a lot of feelings come from; a lot of our emotions about the world come from the sensory qualities of those media that we present things with.

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11
Q

Explain: Bill Verplank: “How do you know?”

A

The map shows the user an overview of how everything works, and the path shows them what to do, what they need to know moment by moment

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12
Q

Explain: Douglas Engelbart: Artefacts

A

physical objects designed to provide for human comfort, the manipulation of things or materials, and the manipulation of symbols.

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13
Q

Explain: Douglas Engelbart: Language

A

the way in which the individual classifies the picture of his world into the concepts that his mind uses to model that world, and the symbols that he attaches to those concepts and uses in consciously manipulating the concepts (“thinking”).

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14
Q

Explain: Douglas Engelbart: Methodology

A

the methods, procedures, and strategies

with which an individual organises his goal-centred (problem-solving) activity.

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15
Q

Explain: Douglas Engelbart: Training

A

the conditioning needed by the individual to bring his skills in using augmentation means 1, 2, and 3 to the point where they are operationally effective.

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16
Q

Bill Verplank: Paradigms

A

Tool, Media, Life, Vehicle, Fashion

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17
Q

Bill Verplank: Paradigm: Tool

A

Doug Engelbart, the inventor of the computer mouse, thought of the computer as a tool. Styles of interaction changed from dialogs, where we talk to a computer and a computer will talk back to us, to direct manipulation, where we grab the tool and use it directly. The ideas of efficiency and empowerment are related to this tool metaphor.

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18
Q

Bill Verplank: Paradigm: Media

A

In the nineties, designers thought of computers as media, raising a new set of questions. How expressive is the medium? How compelling is the medium? Here we are not thinking so much about a user interacting with or manipulating the computer, but more about them looking at and browsing in the medium.

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19
Q

Bill Verplank: Paradigm: Life

A

Starting in the mid nineties, people have been talking about computer viruses or computer evolution; they are thinking of artificial life. When the program has been written, it is capable of evolving over time—getting better and adapting. The programmer is in a way giving up responsibility, saying that the program ison its own.

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20
Q

Bill Verplank: Paradigm: Vehicle

A

Another metaphor is the computer as vehicle, and we have to agree on the rules of the road. There has to be some kind of infrastructure that underlies all computer systems. People spend their careers determining the standards that will define the infrastructures, and hence the limitations and opportunities for design.

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21
Q

Bill Verplank: Paradigm: Fashion

A

The media metaphor plays out to computers as fashion. A lot of products are fashion products. People want to be seen with the right computer on. They want to belong to the right in-crowd. Aesthetics can dominate in this world of fashion, as people move from one fashion to another, fromone style of interaction to another style.

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22
Q

Explain: Affordance (James Gibson, 1966; Donald Norman, 1988)

A

An affordance is a property, or multiple properties, of an object that provides some indication of how to interact with that object or with a feature on that object. Appearance is the major source of affordances.

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23
Q

4 Elements of Interaction Design?

A

Affordance, Space, Time, Motion

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24
Q

Explain element of Interaction Design: Space

A

Space provides a context for motion. Where is the action taking place ? How are the constraints of the space ? All interactions take place in a space.

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25
Explain element of Interaction Design: Time
Movement through space takes time to accomplish. UX designers need an awareness of time. Some tasks are complicated and take a long time to complete. Times creates rythm (e.g. wait time, intended delays, unintended delays, battery, etc...) All interactions take place over time.
26
Explain: Fly on the Wall mehtod
How? Observe and record behaviour within its context, without interfering with people’s activities. Why? It is useful to see what people do in real contexts and time frames, rather than accept what they say they did after the fact. Example. By spending time in the operating room, the designers were able to observe and understand the information that the surgical team needed.
27
Design Research: Fly on the Wall mehtod
How? Observe and record behaviour within its context, without interfering with people’s activities. Why? It is useful to see what people do in real contexts and time frames, rather than accept what they say they did after the fact. Example. By spending time in the operating room, the designers were able to observe and understand the information that the surgical team needed.
28
2 Interview Question Types
* ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’ * ‘open questions’ do not have a predetermined format * Closed questions are easier to analyse
29
Interview what to avoid
* Long questions * Compound sentences - split them into two * Jargon and language that the interviewee may not understand * Leading questions that make assumptions e.g., why do you like …? * Unconscious biases e.g., gender stereotypes
30
Explaiin: Props
Props - devices for prompting interviewee, e.g., a prototype, scenario
31
Evaluation - Summativ vs. Formativ
SummativeEvaluation "Wie gut ist es geworden?" –BewertenQuantitativ Abschließend, zusammenfassend, kriteriumsorientiert Z.B. "Zertifizierung", Fragebögen, Effizienzmaße Formative Evaluation "Was muss wie umgestaltet werden?" -Verstehen Qualitativ Prozessbegleitend, verbesserungsorientiert Z.B. "Design Theatre", Rollenspiel mit Requisiten
32
Evaluation - Analytisch vs. Empirisch
Analytische Evaluation Expertenurteil, Begutachtung Oft einzelne Urteile Durch Expertise urteilen Empirische Evaluation Laienurteile, Laienperformanz Mehrfacherhebungen, Gruppenvergleiche Die Erfahrung sprechen lassen, statistische Analyse möglich
33
Evaluation - Aufgabebezogen vs. Erlebnisbezogen
Aufgabenbezogen Festlegung eines instrumentellen Ziels Definition von UseCases, z.B. ein Kalendereintrag, eine E-Mail schreiben Oft Fokus auf objektive Maße, z.B. Zahl der Nutzungsprobleme, Aufgabenbearbeitungszeit Erlebnisbezogen Ganzheitliche Betrachtung des Nutzererlebens Wie fühlen sich Nutzer, was erleben sie, wie beschreiben sie das System, welche Assoziationen verbinden sie mit der Nutzung? Oft Fokus auf subjektive Maße, z.B. erlebte Effizienz, Zufriedenheit, Emotionen
34
Evaluation - Befragen -Quantitativ vs. Qualitativ
``` Quantitativ Vorgegebene Antwortkategorien Schnelle Durchführung Einfache Auswertung "Wie fühlen Sie sich auf einer Skala von 1-9?" numerisch ``` ``` Qualitativ Freie Antwortmöglichkeiten Aufwändigere Durchführung Macht Vergleiche schwierig "Wie fühlen Sie sich?" Kann Aspekte erfassen, die bei quantitativer Messung verloren gehen könntenverbalisiert ```
35
Evaluation - Befragen –schriftlich vs. mündlich
Fragebögen –"schriftliche Befragung" Unterschiedliche Item-Formate Fakten –"Die Software bietet mir eine Wiederhol-Funktion für wiederkehrende Arbeitsschritte" Beurteilungen –"Zur Erkundung des Systems durch Versuch und Irrtum wird ermutigt" Gefühle –"Das System ist sehr unangenehm" Mündlich –Interview individuelle Vertiefung einzelner Aspekte Klärung von Verständnisproblemen tieferes Verständnis des subjektiven Erlebens einer Person Hinweise auf unentdeckte Phänomene aufwändigere Auswertung, statistische Aussagen schwierig
36
Evaluationsinhalte
``` -Produkturteile zur Usability "Das Produkt ist praktisch" -Leistungsdaten Zeit für Ausführung eines Tasks -Produkturteile zu Ästhetik "Das Produkt ist schön" -Charakterisierung "Das Produkt wirkt sympathisch" -Emotionen "Während der Nutzung des Produkts fühlte ich mich gut" -Psychologische Bedürfnisse "Während der Nutzung des Produkts hatte ich das Gefühl, anderen Menschen nahe zu sein" ```
37
PragmatischeProduktattribute
_praktisch, nützlich | _instrumentelleZiele, do-goals
38
Hedonische Produktattribute
_schön, aufregend, spannend | _erlebnisbezogeneZiele, be-goals
39
ISONORM 9241/110 | misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?
Was wird gemessen: - Aufgabenangemessenheit - Selbstbeschreibungsfähigkeit - Steuerbarkeit - Erwartungskonformität - Fehlertoleranz - Individualisierbarkeit - Lernförderlichkeit
40
ISONORM 9241/110 misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?
Was wird gemessen: - Aufgabenangemessenheit - Selbstbeschreibungsfähigkeit - Steuerbarkeit - Erwartungskonformität - Fehlertoleranz - Individualisierbarkeit - Lernförderlichkeit
41
SAM - SelfAssessment Manikin
Sprachfreies Messinstrument zur Messung der Dimensionen Valenz, Arousalund Dominanz. "Welche affektiven Reaktionen entstehen bei der Nutzung?"
42
PANAS - Positive andNegative AffectSchedule
misst positiven und negativen Affekt. "Wie fühlt man sich nach der Nutzung?"
43
INTUI
Semantisches Differential zur Messung der Subkomponenten intuititiverInteraktion. "Wie intuitiv wird die Benutzung erlebt?"
44
Interaktionsvokabular
Semantisches Differential zur Messung der Interaktionswahrnehmung. "Wie nehmen Nutzer die Interaktion wahr?"
45
Gillian Crampton Smith
- established the first Interaction Design MA program at the Royal College of Art (RCA) - was the founder and academic director of the Interaction Design Institute Ivrea (IDII)
46
Stu Card (person)
-joined Xerox Palo Alto Research Center (PARC) in 1974 -aimed at perfecting scientific methods to integrate with creative design -developed a process to predict the behaviour of a proposed design, using task analysis, approximation, and calculation -proposed a partnership between designers and scientists, by providing a science that supports design.
47
Tim Mott
- collaborated remotely with Xerox Palo Alto Research Center (PARC) and Larry Tesler - worked on a new publishing system that included a “desktop metaphor” -invented a “user centred design process” with Larry Tesler -later co founded Electronic Arts (EA)
48
Larry Tesler
-involved users also in the software design process -joined PARC in 1973 -moved to Apple in 1980 -was the core designer of Apples “Lisa” computer -invented the “copy and paste” function
49
wizard-of-oz prototyping)
prototyping parts of the system with non functional elements
50
think aloud method (prototyping)
asking users to “walk” them through the system
51
Bill Atkinson
- was hired by Apple as the “Application Software Department” - invented the “pull down” menu structure -was the lead designer of the “Lisa” and the initial “Mac”
52
Double Diamond
Discover, Define, Design, Deliver
53
Double Diamond - Discover
``` • Consumer behaviour and preferences in relation to the product or service offered by the company • New modes of communication • New service needs that may emerge on the basis of social, economic or environmental changes ```
54
Double Diamond - Define
``` • The generation of initial ideas and project development • Ongoing project management • Corporate objectives agreed and project sign-off ```
55
Double Diamond - Design
``` • Multi-disciplinary working and dependencies with other departments • Visual management • Development methods • Testing ```
56
Double Diamond - Deliver
• Final testing, approval and launch • Targets, evaluation and feedback loops.
57
Cordell Ratzlaff
- managed the human interface group at Apple for 5 years - led the design team of OSX - founded the company GetThere.com - creative director at Frog Design SF, USA
58
Variables/Characteristics of Appearance/Affordance
1. proportion 2. structure 3. size 4. shape 5. weight 6. color (hue, value, saturation)
59
Usability, Definition
Usability is a term used to denote the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal.
60
Benefits of usability testings
- Higher revenues through increased sales - Increased user efficiency - Reduced development costs - Reduced support costs
61
Hierarchy of Design Needs
Creativity, Proficiency, Usability, Reliability, Functionality
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Hierarchy of Design Needs - Functionality
Functionality needs have to do with meeting the | most basic design requirements.
63
Hierarchy of Design Needs - Reliability
Reliability needs have to do with establishing | stable and consistent performance.
64
Hierarchy of Design Needs - Usability
Usability needs have to do with how easy and | forgiving a design is to use.
65
Hierarchy of Design Needs - Proficiency
Proficiency needs have to do with empowering people to do things better than they could previously.
66
Hierarchy of Design Needs - Creativity
Creativity is the level in the hierarchy where all needs have been satisfied and people begin interacting with the design in innovative ways.
67
Aesthetic-Usability Effect
Aesthetic designs are perceived as easier to use than less-aesthetic designs. Aesthetic designs look easier to use and have a higher probability of being used, whether or not they actually are easier to use.
68
flexibility-usability tradeoff
The flexibility-usability tradeoff is exemplified in the well known maxim “jack of all trades, master of none”. Flexible designs can perform more functions than specialised designs, but they perform the functions less efficiently.
69
Paul Bradly
- designed the “Microsoft Mouse” - followed an established “User Centred Design Process” (UCD) - helps Interaction Designers at IDEO developing their prototypes
70
Jeff Hawkins
- worked with the team that developed the first laptop, the Compass by GRID -developed the first tablet PC, the GRIDpad - started PALM computing
71
4 Design Approaches
- User Centered Design - Activity Centered Design - Systems Design - Genius Design
72
User Centered Design
Work close with useres in design process
73
Activity Centered Design
divide goal in many activities, may loose focus on the whole
74
Systems Design
Analytical Approach
75
Genius Design
Wisdom and experience guiding design choices
76
Design Research: Flow Analysis
How Represent the flow of information or activity through all phases of a system or process. Why This is useful for identifying bottlenecks and opportunities for functional alternatives. Example Designing an online advice Web service, flow analysis helped the team to gain a clearer sense of how to make it easy to find your way around the site.
77
Design Research: Cognitive Task Analysis
How List and summarise all of a user’s sensory inputs, decision points, and actions. Why This is good for understanding users’ perceptual, attentional, and informational needs and for identifying bottlenecks where errors may occur. Example Logging the commands that would be involved in controlling a remotely operated camera helped the team establish priorities among them.
78
Design Research: Historical Analysis
How Compare features of an industry, organisation, group, market segment or practice through various stages of development. Why This method helps to identify trends and cycles of product use and customer behaviour and to project those patterns into the future. Example A historical view of chair design helped to define a common language and reference points
79
Design Research: Affinity Diagrams
How Cluster design elements according to intuitive relationships, such as similarity, dependence, proximity, and so forth. Why This method is a useful way to identify connections among issues and to reveal opportunities for innovation. Example An affinity diagram shows what’s involved in transporting young children, and helps to identify the opportunities to improve the design of a stroller.
80
UX Field Research: A DAY IN THE LIFE
How Catalog the activities and contexts that users experience for an entire day. Why This is a useful way to reveal unanticipated issues inherent in the routines and circumstances people experience daily. Example For the design of a portable communication device, the design team followed people throughout the day, observing moments at which they would like to be able to access information.
81
UX Field Research: SHADOWING
How Tag along with people to observe and understand their day-to-day routines, interactions, and contexts. ``` Why This is a valuable way to reveal design opportunities and show how a product might affect or complement user’s behaviour. ``` ``` Example The team accompanied truckers on their routes in order to understand how they might be affected by a device capable of detecting drowsiness. ```
82
UX Field Research: PERSONAL INVENTORY
How Document the things that people identify as important to them as a way of cataloging evidence of their lifestyles. Why This method is useful for revealing people’s activities, perceptions, and values as well as patterns among them. Example For a project to design a handheld electronic device, people were asked to show the contents of their purses and briefcases and explain how they use the objects that they carry around everyday.
83
Ethnography
• Ethnography is a philosophy with a set of techniques that include participant observation and interviews • Debate about differences between participant observation and ethnography • Ethnographers immerse themselves in the culture that they study • A researcher’s degree of participation can vary along a scale from ‘outside’ to ‘inside’ • Analysing video and data logs can be time-consuming • Collections of comments, incidents, and artefacts are made
84
Interview in 5 Steps
* Introduction – introduce yourself, explain the goals of the interview, reassure about the ethical issues, ask to record, present any informed consent form. * Warm-up – make first questions easy and non-threatening. * Main body – present questions in a logical order * A cool-off period – include a few easy questions to defuse tension at the end * Closure – thank interviewee, signal the end, e.g, switch recorder off.
85
3 data gathering mehtods
interviews, questionnaires, observation
86
five key issues of data gathering
goals, triangulation, participant relationship, pilot
87
80/20 rule
A principle for setting priorities: users will use 20% of the features of your product 80% of the time. Focus the majority of your design and development effort (80%) on the most important 20% of the product.
88
3 Reasons for Laws of Interaction Design
* describe: understand what is going on * predict what will happen if… * generate new alternatives
89
Moore’s law
The complexity for minimum component costs has increased at a rate of roughly a factor of two per year… ``` Don’t worry too much about: ‣ computing power ‣ storage capacity ‣ screen resolution ‣ device size ‣ weight ‣ battery life (?) ```
90
Buxton’s law
Less is More
91
Fitts’ law
The time to acquire a target is a function of the distance to and width of the target. Larger targets are easier to hit -> maximize button size Movement time increases (logarithmically) with distance -> minimize distances -> no movement is even better! Infinite targets: -> leverage screen borders -> leverage corners Bigger Is Not Always Better
92
Steering Law
the time required to navigate, or steer, through a 2-dimensional tunnel.
93
Guiard’s Kinematic Chain
“Under standard conditions, the spontaneous writing speed of adults is reduced by some 20% when instructions prevent the non-preferred hand from manipulating the page”
94
Hick’s law
Given n known and equally probable choices, the average reaction time T required to choose among them is: T = b*log2(n+1)
95
Law of Practice
‣ When performing a task based on practice trials, people improve in speed at a decaying exponential rate. ‣ The time needed for a particular task decreases in proportion to the number of practice trials taken raised to a power of about a = -0.4
96
Murphy’s law
Whatever can go wrong, will go wrong. ‣ Prepare for human errors, wrong input etc. • do sanity checks in dialogs • provide useful defaults • make serious mistakes hard ‣ When building stuff, provide extra time for: • mistakes in manufacturing • non-functioning tools • faulty material • misunderstandings
97
Gestalt Laws
* Proximity * Collinearity * Co-circularity * Continuity * Parallelism * Symmetry * Closure * Convexity In summary the Gestalt Theory believes individuals use insight and their prior experiences to determine the response to stimuli.
98
Gestalt Laws
* Proximity * Collinearity * Co-circularity * Continuity * Parallelism * Symmetry * Closure * Convexity In summary the Gestalt Theory believes individuals use insight and their prior experiences to determine the response to stimuli. Grouping of similar Objects
99
GUI-Design: Approachability
Simple designs can be rapidly apprehended and understood well enough to support immediate use or invite further exploration.
100
GUI-Design: Recognisability
Simple designs can be recognised more easily than their more elaborate counterparts. Because they present less visual information to the viewer, they are more easily assimilated, understood and remembered.
101
GUI-Design: Immediacy
Simple designs have a greater impact than complex designs, precisely because they can be immediately recognised and understood with a minimum of conscious effort.
102
GUI-Design: Usability
Improving the approachability and memorability of a product necessarily enhances usability as well. Simple designs that eliminate unnecessary variation or detail make the variation that remains more prominent and informative.
103
GUI-Design: Reduction
Reduction means that you eliminate whatever isn’t necessary. This technique has three steps: (1) decide what essentially needs to be conveyed by the design; (2) critically examine every element (feature, label, UI widget, etc.) to decide whether it serves an essential purpose; (3) remove it if it isn’t essential.
104
What is an Experience Blueprint?
An experience blueprint is a diagrammatic representation of the user journey that maps processes, touch points, people and support activities involved in creating the experience. It helps in visualising the correlation between the front stage (user end) and the back stage (provider end). It also helps to interconnect the tangible elements with intangible and deal with them more objectively.
105
Disruptive Innovation
….an innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market leading firms, products, services and alliances…
106
Service Design
ensures that all parts work together throughout the customer journey a customer journey describes the way from an entry point to an exit point of a service
107
What is a service?
- a chain of activities that form a process and have value for the end user (customer journey) - services affect our daily qualify of life (user experience) - service design is somehow similar to systems design (service blueprints) - service design focuses on the entire system of use (via touchpoints)
108
4 Key-Characteristics of Service
Intangible, Provider ownership, co-created, flexible
109
Key-Characteristic of Service: Intangible
Although services are often populated with objects, the service itself is ephemeral, customers can´t see or touch the service itself-only the physical embodiments
110
Key-Characteristic of Service: Provider ownership
Customers who use a service may come away from it with an owned object such as a cup of coffee or used car, but they don´t own the service itself.
111
Key-Characteristic of Service: co-created
Services aren´t made by the service provider alone; they require the involvement and engagement of the customers as well.
112
Key-Characteristic of Service: flexible
Each new situation or customer requires that the service adapt to it
113
Shelley Evenson
-teaches service and interaction design at CMU, Pittsburgh -Co-founder of seeSpace and chief experience scientist for Scient
114
four types of interaction “beyond the desktop”:
* (1) Shareable interfaces * (2) Tangible interfaces * (3) Wearable interfaces * (4) Robotic interfaces
115
interaction “beyond the desktop”: Shareable interfaces
• Shareable interfaces are designed for more than one person to use • provide multiple inputs and sometimes allow simultaneous input by co-located groups • large wall displays where people use their own pens or gestures • interactive tabletops where small groups interact with information using their fingertips, e.g., Smartboards
116
interaction “beyond the desktop”: Tangible interfaces
* Type of sensor-based interaction, where physical objects, e.g., bricks, are coupled with digital representations * When a person manipulates the physical object/s it causes a digital effect to occur, e.g. an animation * Digital effects can take place in a number of media and places or can be embedded in the physical object
117
interaction “beyond the desktop”: Wearable interfaces
* First developments was head- and eyewear-mounted cameras that enabled user to record what seen and to access digital information * Since, jewellery, head-mounted caps, smart fabrics, glasses, shoes, and jackets have all been used * provide the user with a means of interacting with digital information while on the move * Applications include automatic diaries and tour guides
118
interaction “beyond the desktop”: Robotic interfaces
Four types • remote robots used in hazardous settings • domestic robots helping around the house • pet robots as human companions • sociable robots that work collaboratively with humans, and communicate and socialize with them – as if they were our peers
119
Is multimedia better than tangible interfaces for | learning?
Will depend on task, users, context, cost, robustness, etc.