2. INDEX
Classes of Interface
Interaction Input
Introduction User Usability Conclusions
Design Technologies
Interface Metrics
From Graphical
User-Centered Tangible User
User Interfaces Sensor Input
Design Interface
to Context Data
Rules for UUI Surface User
Systems Design Gesture Input
Design Interface
Ambient User
Genius Design Speech Input
Interfaces
3. Introduction
• User Interfaces
Introduction
– Point of Contact Between Computer System and Human
– Both in terms of Input and Output
Interaction – Input : Keyboard, Mouse, Touch Screen, Digital Camera etc.
Design
– Output : CRT/LCD/LED Displays, Projector etc.
Classes of
User
Interface
Input
Technologies
• Ubicomp Computation
Interface – Computation EveryWhere
Usability – Interfaces to Ubicomp Systems must reside in periphery of our user’s attention and should
Metrics remain unnoticed until required.
– a ubicomp system is made up of subsystems and we must design for the experience not the
Conclusions individual subsystem
4. GUI To Context Data
• Graphical User Interface (GUI)
Introduction
– Current GUI is built considering keyboard, Screen, Mouse devices
– GUI offers intuitive Windows, Icons, Menus, Pointer rather command line
Interaction – Inputs from keyboards, mouse,
Design
– Image shows Ubuntu 3D Desktop Using Compviz
Classes of
User
Interface
• Ubicomp User Interface (UUI)
Input – Must Consider Broader Range of Inputs
Technologies – Like human motion, activity, preference
and action desired.
Interface
Usability – Must understand Context of action.
Metrics
Conclusions
5. Rules for UUI Design
Introduction
1. Bliss 6. Modelessness
( easy to learn ) ( Avoid Modes)
Interaction
Design
2. Distraction 7. Fear of Interaction
Classes of ( don’t need ( easy ways to undo )
User concentration )
Interface
3. Cognitive Flow 8. Notifications
Input ( access every where ) ( display feedback )
Technologies
Interface 4. Manuals 9. Calming
Usability (should not needed ) ( human inputs and senses)
Metrics
5. Transparency 10. Defaults
Conclusions
( context aware ) ( reuse user inputs)
6. Interaction Design
Introduction
• Interaction Design
– Interaction Design is discipline of defining the expected behavior of products and systems
that a user can interact with
Interaction – UUI design is field of Interaction design
Design
Classes of • Interaction Design Depends
User
Interface – Complexity of proposed system
– Its novelty
Input – Degree of stability or ubiquity
Technologies
– And Its COST
Interface
Usability • Design Methodologies for Ubicomp
Metrics
– User-Centered Design (UCD)
– Systems Design
Conclusions
– Genius Design
7. User-Centered Design
Introduction
• User-Centered Design
– Focuses on USER’s Need, Problems, and Goals
– User is involved at every stage of process
Interaction
– User needs to ensure system works correctly
Design
– UCD plays important role in Ubicomp research and Development
Classes of
User
Interface • Disadvantages
– Evolving stated Vs Actual need
Input – Technological Shifts
Technologies – Simply involving wrong set or type of user in process
– It does not consider interaction between two systems
Interface
Usability
Metrics
Conclusions
8. System Design and Genius Design
Introduction
• System Design
– is a systematic and compositional approach to development, based on the combination of
components to realize a solution in essence the development of a system of systems
Interaction – Ubicomp System is typically of many systems social system (people), devices, applications,
Design computational artifects, sensors, actuators, and services
– Unlike Desktop or Web application software development Systems Design Must be Context
Classes of
User aware and act accordingly
Interface – A systems design approach forces a designer to consider the entire environment in which
the ubicomp system will be realized and not just one component of it.
Input
Technologies
Interface • Genius Design
Usability – the process of exclusively relying on the wisdom and experience of the designer to make all
Metrics the design decisions.
– Designer Don’t take input from users to design system , uses own experience
Conclusions – Most of Apple Products Like iPhone, iPad etc designed using this approach.
9. Classes of User Interfaces
Introduction
• Interface represents the point of contact between a computer system and a
human, both in terms of input to the system and output from the system
Interaction • In Classical Human-computer Interface texts have six classes
Design – command language, ( hard to remember and learn )
– natural language,
Classes of – Menu selection, ( may lead to complex menu hierarchies, telephone menus)
User
Interface – form filling, ( limited to only Data-Collection type applications)
– direct manipulation, and
Input – anthropomorphic interfaces
Technologies
• GUI is considered to be dominant user interfaces
Interface – But Keyboard, Mouse, screen attached to every devices can not be the future.
Usability
Metrics
Conclusions
10. Classes of User Interfaces
Introduction
• Presence of Input Technologies which do not cleanly fit into any of these
Six classes, because they rely on new devices
Interaction
Design • Examples include body movement in the form of gesture, speech, ambient
Classes of
feedback, surface interaction, and augmented reality (AR)
User
Interface
• New Classes of interfaces
Input – Tangible User Interface
Technologies – Surface User Interface
– Ambient User Interface
Interface
Usability
Metrics
Conclusions
11. Tangible Interfaces
Introduction
• Earlier Known as Graspable User Interface
Interaction • User interacts with digital information through physical environment
Design
Classes of • Characteristics of tangible user interfaces
User
Interface – Physical representations are computationally coupled to underlying digital
information.
Input – Physical representations embody mechanisms for interactive control.
Technologies – Physical representations are perceptually coupled to actively mediated digital
representations.
Interface
Usability – Physical state of tangibles embodies key aspects of the digital state of a system.
Metrics
Conclusions
12. Tangible Interfaces
Introduction
• Earlier Know as Graspable User Interface
• Unlike a GUI, which presents manipulable elements virtually onscreen, a
Interaction Tangible User Interface (TUI) integrates both representation and control of
Design computation into physical artifacts.
Classes of
• User interacts with digital information through physical environment
User
Interface
• Characteristics of tangible user interfaces
Input – Physical representations are computationally coupled to underlying digital
Technologies information.
– Physical representations embody mechanisms for interactive control.
Interface
Usability – Physical state of tangibles embodies key aspects of the digital state of a system.
Metrics
Conclusions
13. Examples of TUI
• Tangible Disaster Simulation System
Introduction
• A collaborative tool for planning disaster
Interaction
measures based on disaster simulation
Design and evacuation simulation using Geographic
Information Systems (GIS).
Classes of
User • Built on the Sense-Table platform
Interface
• This system simulates and visualizes the
Input disaster and the evacuation of people
Technologies to shelters, under any conditions inputted
Interface by users
Usability • Multiple user Input
Metrics
• input parameters such as the scale of
Conclusions disasters (ex. Tsunami, earthquake, and fire) and the capacity of a shelter
on a projected map
14. Examples of TUI
Introduction
• SandScape
• a tangible interface for designing and
Interaction understanding landscapes through a
Design
variety of computational simulations
Classes of using sand.
User
Interface • Users view these simulations as they
are projected on the surface of a sand
Input
Technologies model that represents the terrain.
• The users can choose from a variety of different simulations that highlight
Interface
Usability either the height, slope, contours, shadows, drainage or aspect of the
Metrics landscape model.
Conclusions
15. Surface User Interfaces (SUI)
Introduction
• An SUI is a class of user interface that relies on a self-illuminated [e.g.,
liquid crystal display (LCD)] or projected horizontal, vertical, or spherical
interactive surface
Interaction
Design • coupled with control of computation into the same physical surface (e.g., a
touchscreen).
Classes of
User • The outputs and inputs to an SUI are tightly coupled.
Interface
• They rely on computational techniques
Input – including computer vision
Technologies – capacitive and surface acoustic wave detection, to determine user input to the system.
Interface
• They are often used in public places (kiosks, ATMs) or small personal
Usability devices (PDA, iPhone) where a separate keyboard and mouse cannot or
Metrics should not be used.
• It can Scale from Touch Screen of phone to Huge Screen for store locator in
Conclusions
Mall or Shopping place
16. Examples of SUI
• Microsoft Surface
Introduction
• responds to natural hand
gestures and real world objects.
Interaction
Design • The surface is capable of
– object recognition,
Classes of – object/finger orientation recognition
User – and tracking, and is
Interface – multi-touch and is multi-user.
Input
Technologies
Interface
Usability
Metrics
Conclusions
17. Examples of SUI
• Mobile Phone Touch Screen
Introduction
• is an electronic visual display that can
detect the presence and location
Interaction
Design of a touch within the display area.
Classes of
User
Interface
Input
Technologies
Interface
Usability ATM TouchScreens
Metrics
Conclusions
18. Ambient User Interfaces (AUI)
Introduction
• Ambient User Interfaces ( AUI ) are very comfortable to user, negligible user
involvement
Interaction • Ambient information displays or outputs are intended to be “ignorable” or
Design “glanceable,” allowing users to perceive the information presented in the
periphery of their attention, but also to be bring this information (e.g.,
Classes of
User social reminders on facebook ) into focus as required.
Interface • AUI is a class of user interface where the output elements reside in the
Input
periphery of a user’s awareness, moving to the center of attention only
Technologies when appropriate and desirable, and the inputs come from nonintrusive
sensing or inference from other actions
Interface
Usability • Fully realized AUIs as defined are not yet commonplace in our daily lives.
Metrics
Conclusions
19. Examples of AUI
• Power Aware Cords
Introduction
• Currency Data Fountain
• Ambient Umbrella
Interaction
Design
Classes of
User
Interface
Input
Technologies
Interface
Usability
Metrics
Conclusions
20. Input Technologies
• A UUI relies on a broader range of inputs and outputs from the system than the classical
Introduction GUI, TUI, or even an SUI.
• Examples of these inputs include
– physiological measurements,
Interaction
– location,
Design – identity,
– video, audio, gesture, and
Classes of – touch.
User • In addition,
Interface – environmental sensors,
– personal/embedded sensors, data
Input – mining, historical data, inference, and preferences can all act as inputs to a Ubicomp System
Technologies • Output examples
– Ambient displays, environmental updates, actuators, automated actions and personalized
Interface – behaviors, and multiple audio/video channels.
Usability
– Such outputs are all reliant on our senses including sight, taste, smell, touch, hearing, and balance
Metrics
• some user actions will be interpreted via the UUI as an input to the system without the
user being explicitly aware of it. Likewise, the UUI can provide outputs that are only
Conclusions intended for the periphery of the user’s attention (Example Room temparature can be set
depending on presence of person, current temp. etc)
21. Input Technologies
• Here We focus on Three Categories of Input Technologies
Introduction
• Sensor Input
• Gesture Input
Interaction
Design • Speech Input
Classes of
User
Interface
Input
Technologies
Interface
Usability
Metrics
Conclusions
22. Sensor Input
• A sensor is a device that can measure a physical property from the environment.
Introduction
• Sensors can reside in the environment or on the body
• Environmental Sensors to monitor (Mobile Sensors)
Interaction
– Traffic
Design
– Air Quality
Classes of – Water Quality
User – Light pollution
Interface – Temperature
• Physiological Sensors
Input – Used to collect measurement about a person they are attached to
Technologies
– Like heart rate , body temperature
– Blood oxygen level sensor ( Ring Sensor )
Interface
Usability • Ubicomp System uses these sensed data all together to function correctly
Metrics
Conclusions
23. Gesture Input
• A gesture is the movement of a part of the body to express an idea of meaning.
Introduction
• Typical gestures such as pointing, waving, or nodding are formed with the hand or
the head as appropriate
Interaction
Design • gesture recognition is the process of interpreting human gestures using various
inputs and computational processing
Classes of • Gesture Sensing Devices
User – 3D DEPTH’] SENSORS
Interface
– CAMERAS
– RFIDs
Input
Technologies
• Examples
Interface – Microsoft Kinect
Usability – Animation Creation
Metrics
Conclusions
24. Speech Input
• Speech recognition is the process of interpreting human speech using a variety of
Introduction
audio inputs and computational processing
• In UUI Speech can act as both input and output
Interaction
Design • Speech represents a popular view of how humans will interact with computers as
evidenced in literature and film
Classes of • Speech recognition and natural speech output represent the backbone of natural
User
Interface
language and anthropomorphic interfaces
• Environments such as surgeries, dangerous work environments, and driving all
Input represent environments where UUIs with speech as input have been researched and
Technologies developed
Interface
Usability
Metrics
Conclusions
25. Interface Usability Metrics
• Usability is a quality attribute that assesses how easy user interfaces are to use.
Introduction
• The word “usability” also refers to methods for improving ease-of-use during the
design process.
Interaction
Design • Usability is defined by five quality components:
– learnability,
Classes of – efficiency,
User – memorability,
Interface – errors,
– and satisfaction.
Input
Technologies
• Kinect Games Highly intuitive interface
Interface
Usability
Metrics
Conclusions
26. Interface Usability Metrics
• For UUI Following are Usability Metrics
Introduction • Conciseness
– Simple actions, Few keystrokes or Few clicks,
– Can be measured by TIME
Interaction
• Expressiveness
Design
– Combinations of actions gives consistent Results
Classes of
• Ease
– How much does a user need to learn or recall just to start using the interface?
User
Interface • Transparency
– How much does a user need to remember about the state of his or her problem while using the
interface telephone speech interface versus a GUI?
Input
• Discoverability
Technologies
– Can the user easily understand interface functionality
Interface
• Invisibility
Usability – How much does the interface make itself known when it could have inferred, deduced, or
waited for the data required
Metrics
• Programmability
– Can the application, device, or service be used in repetitive tasks or can it become a
Conclusions component in a larger system
27. Conclusions
Introduction
• Interfaces to ubicomp system take consideration of various sensors,
actuators
Interaction
Design • We have seen various design methodologies for designing interface
Classes of
User
Interface
• Concluded various metrics for interfaces
Input
Technologies • While designing Interfaces to Ubicomp System we need to consider
individual system’s interface as all together.
Interface
Usability
Metrics
Conclusions