Microsoft PowerPoint – Input Output Interaction 2021 – Copy
COMP3511/9511 Term 2 2021
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Tactile
Input, Output and Interaction
Human Computer Interaction ‐ COMP3511/9511
Adapted from slides by Dr Daniel Woo & Dr Cat Kutay
By: Dr. Ali Darejeh
Ali. .au
Different input and output devices and new technologies
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References
• Preece, Jennifer, Helen Sharp, and Yvonne Rogers.
Interaction design: beyond human‐computer
interaction. John Wiley & Sons, 2019.
• Sharp, et. al., Predictive Models, Section 15.4,
Beyond Human Computer Interaction, 2011
• Raskin, J., Quantification Ch 4, The Humane
Interface, 2000 (PG Reader)
• John, B. E., Why Goms?, Interactions, 1995
AIM
• Discuss different input and output devices
that can be used into the systems we
design.
•Talk about design considerations based on
the selected input and output devices.
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Content
• Computer displays
– History of computer displays
– Touch screen technologies and devices
– Volumetric Displays
• New technologies that can create new forms of interaction
– Virtual Reality
– Augmented Reality
– Motion sensing input devices
– Brain‐computer interfaces
• Wearable devices
– Projector phones
– Foldable phones
– Smart watches
• Smart devices
• Robotics
• Selecting an appropriate input and output method
• Special input methods to help users
• Ways to increase users’ input and engagement using game techniques
What are the Input and output
hardware?
• Monitors
• Flat touch screens
• Bluetooth/Wireless
• Audio input and output
• Still and Video camera
• Physical switches and
buttons
• Input and output by cable
• Geo location sensor
• Finger print reader
• Game pads
• Motion sensing devices
• Virtual reality glasses
• Gesture recognition and
eye tracking devices
• Sensors (Gyroscope,
Accelerometer)
• Keyboard
• Mouse
• Touch pad
• Scanners
• Printers 2D / 3D
• Digital pens
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History of computer displays
Source: https://www.pcworld.idg.com.au/slideshow/366677/brief-history-computer-displays/
Teletype Monitor
The teletypes provided a continuous printed output of a
computer session.
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Punch Cards In, Punch Cards Out
The ENIAC, used punched cards as both input and output.
Blinking Indicator Lights
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Black and white text based Cathode Ray Tube
screens
Monitors that support graphics
Attached video displays with a video terminal that could support
graphics.
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Who designed the first graphical operating system?
http://www.digibarn.com/friends/curbow/star/retrospect/
Xerox Star ‐1981
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Flat Screen
Touch screen technology
• Resistive: It can be touched by stylus pen and gloved
finger.
• Optical: finger disrupts light ray of the camera.
• Wave: works by sound waves.
• Capacitance: it can detect anything that is
conductive.
Source: https://www.engineersgarage.com/articles/touchscreen-technology-working
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Multi‐touch devices
Foldable and flexible displays
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Foldable phones
Source: https://www.youtube.com/watch?v=iMcAja1qEFM
Touch screen technology usages
• Monitors
• Tablets
• Mobile phones
• Cameras
• Game consoles such as:
Nintendo 3DS, Nintendo
switch
• ATM Machines
• Payment terminals
• Self‐serve kiosks
(airports, shops and
restaurants)
• Interactive Video
projectors
• Interactive displays
• Smart boards
• Interactive Tables
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Self‐serve kiosks
Interactive Video projectors
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Smart boards
Interactive displays
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Tables with Interactive
displays
Source:
https://www.youtube.com/watch?v=xvT0MCugb58
3D Map Table
3D Map Table creates a three‐dimensional physical
map. Some pins powered
by a single motor push up a
silicone screen to simulate
the height, while vacuum
sucks down the rest of the
unpinned skin. Then an
overhead projector displays a
geographical map on the
table skin.
Source: http://www.spatialrobots.com/2007/04/3d‐topographic‐map‐table/
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Volumetric Displays
A volumetric display is a type of display that forms a
visual representation of an object in 2 or 3 dimensions
without having a screen.
Laser light
Source: https://www.youtube.com/watch?v=KfVS-npfVuY&t=115s
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Physical and mechanical movements
Source: https://www.youtube.com/watch?v=I7vgha_N5s8&t=182s
Transparent display
Source: https://www.youtube.com/watch?v=SYQUCpLlc8U&t=64s
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New technologies that can
create new forms of
interaction
Virtual worlds
Virtual Reality Augmented Reality
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What is Virtual Reality?
• Instead of viewing a screen, users are able to interact
with a 3D world.
• VR has different usages like simulations or games.
Source:
https://www.marxentlabs.com/what-is-virtual-reality-definition-and-examples/
Virtual Reality in education
Source: https://www.youtube.com/watch?v=x189dNYYhDg
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Virtual Reality in games
Source: https://www.youtube.com/watch?v=MrNNOImQ2oo&t=794s
Virtual Reality and input devices
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What is Augmented Reality?
With AR, users are able to interact with virtual contents
in the real world, and are able to distinguish between
them.
Benefits:
• Solving the issues with the use of mouse.
• Feeling the material we are touching.
• Seeing information everywhere.
• Seeing an object in its future location.
Source:
http://www.techtimes.com/articles/5078/20140406/augmented-reality-vs-virtual-reality-what-are-the-differences-and-similarities.htm
http://www.augment.com/blog/virtual-reality-vs-augmented-reality/
Augmented Reality as a replacement for smart phones
Source: https://www.youtube.com/watch?v=4EvNxWhskf8
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Augmented Reality as a replacement for your computer
Source: https://www.youtube.com/watch?v=ihKUoZxNClA
Haptic feedback gloves
These gloves let users to have a better interaction with objects in
AR.
Source: https://www.youtube.com/watch?v=-3h2-D-0MYc
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Special User interface design principles for
augmented and virtual reality
Discoverability: Giving users enough freedom to
discover what all they can do with the platform.
Source: https://medium.com/web-ar/interaction-design-principles-for-augmented-reality-903a597ef4be
Special design principles for Augmented Reality
Scalability: how well gestural interactions work on
objects with different sizes.
Source: https://medium.com/web-ar/interaction-design-principles-for-augmented-reality-903a597ef4be
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Differences and similarities between AR and VR
Both virtual reality and augmented reality are similar in
the goal of engaging users in a virtual world. With AR,
users continue to be in touch with the real world while
interacting with virtual objects around them.
But with VR, user is isolated from the real world while
covered in a world which is completely fabricated.
Source:
http://www.techtimes.com/articles/5078/20140406/augmented-reality-vs-virtual-reality-what-are-the-differences-and-similarities.htm
Motion sensing input devices
Source: https://www.youtube.com/watch?v=p2qlHoxPioM
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Usage of Motion sensing input
devices
These devices can be used for:
• High quality 3D scans
• Video games
• Translate sign language
• Select information without being at the screen
• Convert any surface to a touch screen display
• Control Robots with body movement
• Virtual clothing fitting
Source: http://www.hongkiat.com/blog/innovative-uses-kinect/
Motion sensing input devices in fitting rooms
Source: https://www.youtube.com/watch?v=cb1ZKRdY2Fc
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Brain-computer interfaces
Brain-computer interfaces
Source: https://www.youtube.com/watch?v=7t84lGE5TXA
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A prediction from 1981
Smart watches
Projector phones
Foldable phones
Wearable devices
Smart watches that are
replacement for mobile phones
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Skin Input
It is an input technology that uses bio-acoustic sensing to
localize finger taps on the skin. When augmented with a
projector, the device can provide a direct graphical user
interface on the body.
Smart devices
• Smart Speakers
• Smart home appliances
• Medical assistant
• Smart cars
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Smart speakers
Google home Amazon Alexa Apple HomePod
JBL Link View
Smart home appliances
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Medical assistant
Source: https://www.youtube.com/watch?v=QjJ_GffiNEE
Smart Cars
Source: https://www.youtube.com/watch?v=aKed5FHzDTw
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Interface design considerations for smart devices
• Considering Users knowledge
• Simplify it as match as possible
• Considering screen size
• Avoid distracting users
• Adapt interface based on the device purpose.
In order to select an appropriate input and output
method we should answer four questions:
1.What input method is appropriate for the target
user? Considering their needs and limitations.
2. Is the selected input method appropriate for the
task?
3. Is the selected input method appropriate for the
environment?
4.What are the User experience goals?
Selecting an appropriate input
and output method
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Special input methods to help users
It is about how we transfer users input to outputs
that are useable for the users and how well we
support natural input.
Some of the inputs are transformable
• Speech recognition
• Face recognition
• Eye tracking
• Handwriting to text
• Text to speech
• Brain signal to commands
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Ubiquitous computing and
structuring its output
• Ubiquitous computing is about connecting electronic
devices to communicate information. Devices that use
ubiquitous computing have constant availability and
are completely connected.
• Since in ubiquitous computing data comes from
different sources the main concern is how to filter the
information for different usages?
Source: https://www.techopedia.com/definition/22702/ubiquitous-computing
http://www.ubiq.com/hypertext/weiser/UbiHome.html
Aggregating information by using dashboard
Dashboard helps users to
get an overview of
important information by
showing a summary of
the output of different
information sources.
In dashboards, considering
mapping principle is very
important for arrangement
of buttons around the
screen.
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How can we increase users’ input and
engagement?
• Game inspired design
• Serious game
• Gamification
Game based designs
• Game inspired design: is a user interface that has
games’ artwork style.
• Serious game: is similar to normal games but they are
developed with the purpose of training a concept to a
specific group of users.
• Gamification: is about use of video game mechanics
in non‐game contexts to encourage and engage users
in the context by making sense of playfulness and fun.
Source: Darejeh, A., & Salim, S. S. (2016). Gamification Solutions to Enhance Software User Engagement—A
Systematic Review. International Journal of Human-Computer Interaction, 32(8), 613-642.
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Difference between these techniques
Marczewski, 2013
A sample of Game inspired design
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A sample of serious game in learning
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Different areas of using serious games
• Teaching Games
• Simulators
• Meaningful Games
• Purposeful Games
Different areas of using gamification
• Human resource
• Health care and sport
• e‐Learning
• Data collection
• Online community
• Software popularity
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Gamification framework
By: Darejeh & Salim (2016)
Different types of gamification
• Structural gamification: motivate and engage users
through rewards
• Content gamification: working with software content
that is game‐like.
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Game Mechanics
• Narrative
• Interactivity
• Clear goal
• Challenge
• Time limit
• Progression
• Immediate feedback
• Reward
Reward
• Reward trigger
• Reward type
• Contextual type of reward
• Reward usage
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Game interface elements
• Fantasy
• User avatar or talking avatar
• Map
• Leader board
A sample of
Gamification
in learning
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A sample of Gamification in sport
Gamification in AutoCAD
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Microsoft Ribbon hero
Microsoft Ribbon hero
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A sample of gamification in survey system
Summary
In this lecture we talked about:
• Usage of touch screen technologies in different devices such as Self‐serve kiosks,
Interactive displays, Smart boards, Home appliances, and Interactive Tables.
• New forms of displays including volumetric displays, and foldable displays.
• New technologies that can create new forms of interaction without using a normal
display and controller including: Virtual Reality, Augmented Reality, Motion sensing
input devices, Brain‐computer interfaces.
• Wearable devices such as Projector phones, Foldable phones, Smart watches that
can replace classic smart phones.
• Intelligent devices such as Personal assistants, Medical assistant and Smart cars.
• Robotics, its usages and types.
• Factors that should be considered to select an appropriate input and output
method.
• Transforming different inputs to useful output.
• Ubiquitous computing and using dashboard to present its output in a meaningful
manner.
• Using gamification to increase users’ input and engagement.
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