CS计算机代考程序代写 flex Microsoft PowerPoint – Input Output Interaction 2021 – Copy

Microsoft PowerPoint – Input Output Interaction 2021 – Copy

COMP3511/9511 Term 2 2021

Copyright Ali Darejeh @CSE,UNSW 1

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/

What is Virtual Reality?

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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