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HCI Track-A User-Interfaces:Devices Week36

HCI Track-A User-Interfaces:Devices Week36

Input and Output Devices in Human-Computer Interaction

Welcome to the second week of our Human-Computer Interaction (HCI) course. Today, we’ll delve into the practical aspects of human interaction, focusing on input and output devices. By the end of this lecture, you should understand:

  • Input devices in terms of absolute and relative input, position, and rate control.
  • How to classify input devices.
  • An overview of display technologies and other output technologies.

Introduction to Input and Output Devices

Input and output devices form the bridge between humans and computers. They are essential for:

  • Modifying the contents of a computer system (input).
  • Conveying the state of the computer to the user (output).

Input Devices

According to Bill Buxton, an input device is a transducer from the physical properties of the world to the logical parameters of a computer system.

Common Input Devices

  • Keyboards and Keypads: Traditional text entry devices.
  • Pointing Devices: Manipulate and select objects in a graphical display.
  • Physical Controls: Buttons, knobs, and sliders for specific functions.
  • Contactless Input: Voice interaction, facial expressions, and gestures.

Examples and Key Points

Historical Evolution of Input Devices
  • Light Pens (1960s): Early direct interaction devices used on screens.

  • Computer Mouse (1964)
    Invented by Douglas Engelbart.
    • Introduced during “The Mother of All Demos” in the 1970s.
    • Demonstrated alongside keyboards, graphical interfaces, networking, and touchscreens.
  • Keyboards (1970s): Became standard input devices, derived from typewriters.

  • Digital Joysticks (1977): First introduced by Atari for gaming.

  • Touchpads (1990s): Common in laptops for cursor control.

  • Smartphones (2007 onwards): Touchscreens became ubiquitous.

  • Voice Input (2010s): Emergence of Siri, Google Assistant, and others.

  • Eye Tracking and Neural Interfaces (Recent): Technologies like Tobii Eye Tracking and Neuralink.
Keyboards and Text Entry
  • QWERTY Layout:
    • Most common keyboard layout.
    • Myth: Designed to prevent typewriter jams by spacing out common letters.
    • Reality: A practical and efficient layout for typing.
  • Dvorak Layout:
    • Designed for efficiency by placing common letters on the home row.
    • Myth: Significantly increases typing speed.
    • Reality: With training, typists can be equally efficient on both layouts.
  • Projected Keyboards:
    • Advantages: Portability and space-saving.
    • Disadvantages: Lack of tactile feedback; no proprioceptive cues.
    • Example: Virtual keyboards on smartphones—while ubiquitous, they lack the tactile feel of physical keys.
  • Split and Chorded Keyboards:
    • Split Keyboards: Ergonomic but lack standardization.
    • Twiddler (Chorded Keyboard):
      • Portable and wearable.
      • Requires memorizing combinations of key presses.
      • Challenge: Difficult to learn and retain proficiency.
Pointing Devices
  • Mouse:
    • Invented by Douglas Engelbart.
    • A relative pointing device—movement translates to cursor movement on the screen.
    • Components: Buttons for clicking, scroll wheel for navigation.
  • Touchpad:
    • Found on laptops.
    • Supports gestures like two-finger scrolling.
    • Relative vs. Absolute:
      • Typically relative, but can function as absolute if mapped directly to the screen.
  • Light Pen:
    • Early direct pointing device.
    • Absolute control by pointing directly at screen elements.
    • Connected via a cord; not wireless.
  • Touchscreen:
    • Absolute pointing device.
    • Types:
      • Resistive Touchscreens:
        • Two layers that detect touch when pressed together.
        • Advantages: Cost-effective, accurate.
        • Disadvantages: Limited to single touch.
      • Capacitive Touchscreens:
        • Detect touch via the conductive properties of the human finger.
        • Advantages: Supports multitouch (pinch, zoom).
        • Disadvantages: Requires conductive touch (cannot use with regular gloves).
      • Optical Sensing Touchscreens:
        • Use cameras to detect touch and gestures.
        • Used in large tabletop displays.

Hard Controls vs. Soft Controls

Hard Controls (Physical Controls)

  • Provide tactile feedback.
  • Users can operate them without visual attention.
  • Examples:
    • Traditional car dashboards with physical buttons and knobs.
    • Flight simulators with physical joysticks and throttles (HOTAS systems).

Soft Controls (Software-Based Controls)

  • Displayed on screens; can be reconfigured via software updates.
  • Advantages:
    • Flexibility and customization.
    • Easier to update and add new features.
  • Disadvantages:
    • Lack of tactile feedback.
    • May require visual attention to operate.
  • Examples:
    • Modern car interfaces like Tesla’s touchscreen dashboard.

Discussion Points

  • Trade-offs:
    • Safety: Physical controls are preferred for critical functions (e.g., steering, braking).
    • Usability: Soft controls offer versatility but may distract the user.
  • Immersion and Realism:
    • Physical controls enhance user experience in simulations and gaming.
    • Example: Flight simulators using physical flight sticks and throttles provide more precision and realism.

Detailed Analysis of Input Devices

Physical Properties

  • Linear Input: Moving devices along an axis (e.g., mouse movement).
  • Rotary Input: Rotating devices (e.g., volume knobs, scroll wheels).

Control Types

  • Position Control:
    • Absolute: Direct mapping to a position (e.g., touchscreens).
    • Relative: Movement relative to the starting point (e.g., mouse).
  • Force Control:
    • Isometric Controllers: Do not move but sense the force applied (e.g., ThinkPad’s pointing stick, F-16 joystick).
    • Isotonic Controllers: Move freely; position corresponds to input (e.g., standard joystick).
    • Elastic Controllers: Return to a neutral position when released (e.g., game controllers).

Degrees of Freedom (DoF)

  • 1 DoF: Single-axis controls (e.g., volume sliders).
  • 2 DoF: Two-dimensional controls (e.g., mouse, touchpad).
  • 3 DoF: Adds depth or rotation.
  • 6 DoF: Position and orientation in 3D space (e.g., Wii controller).

Order of Control

  • Zero-Order Control: Input directly controls position.
    • Example: Mouse movement translates to cursor position.
  • First-Order Control: Input controls velocity (rate of change).
    • Example: Controlling the speed of a tank turret in “Gunner Heat PC” game.
      • Movement speed is controlled rather than direct position.

Comparing Pointing Devices

image-20241109224531437

  • Touchscreens:
    • Advantages: Fast, direct interaction.
    • Disadvantages: Less accurate due to finger size and lack of precision.
  • Mouse:
    • Advantages: High speed and accuracy.
    • Disadvantages: Requires a surface; may not be as portable.
  • Joysticks:
    • Advantages: Good for rate control tasks (e.g., flight simulators).
    • Disadvantages: Less precise for direct pointing tasks.

Control-Display Gain

image-20241109224742712

  • Definition: Ratio of cursor movement on screen to physical movement of the input device.

  • Adaptive Gain:
    • Increases with faster movements for quick navigation.
    • Decreases with slower movements for precision tasks.
  • Mouse Acceleration: An example of adaptive control-display gain.

Semantic Pointing

image-20241109225155577

  • Adjusting control-display gain based on the importance of screen elements.
  • Example: Making the “Save” button easier to click than the “Don’t Save” button to prevent accidental data loss.

Clutching

  • Necessary when physical input space is limited.
  • Involves lifting and repositioning the input device without affecting cursor position.

image-20241109225415546


Output Devices

Visual Displays

  • Pixel-Based Displays:
    • CRT (Cathode Ray Tube):
      • Early display technology using electron beams.
      • Introduced in the 1950s.
    • LCD and OLED:
      • Modern displays with improved resolution and color depth.
  • Display Parameters:
    • Screen Size: Measured diagonally.
    • Aspect Ratio: Ratio of width to height (e.g., 16:9).
    • Resolution: Number of pixels (e.g., 1920x1080).
    • Refresh Rate: Frequency of screen updates (measured in Hz).
    • Color Depth: Typically 24-bit color, allowing for 16.8 million colors.
    • Pixel Density: Pixels per inch (PPI); higher density for sharper images.

Anti-Aliasing

  • Technique to smooth out jagged edges in digital images.
  • Function: Adjusts pixel colors based on the proportion of the pixel covered by the edge.

Virtual Reality (VR) and Augmented Reality (AR)

Virtual Reality
  • Head-Mounted Displays (HMDs):

    • Provide immersive environments by displaying separate images to each eye.
    • Refresh Rate: At least 90Hz needed to prevent motion sickness.
  • Tracking Methods :

    • Inside-Out Tracking: Sensors on the headset track movement.
    • Outside-In Tracking: External cameras track the headset.
Augmented Reality
  • Optical See-Through Displays:

    • Real-world view with overlaid digital information (e.g., HoloLens 2).
  • Camera-Based AR:

    • Uses cameras to capture the environment and display it with digital overlays (e.g., Apple Vision Pro).
  • Trade-offs :

    • Optical See-Through:

      • No latency but limited brightness and contrast of digital elements.
    • Camera-Based AR:

      • Better integration of digital content but may introduce latency.

Combining Input and Output: Practical Applications

Human-Centered AI Tools

  • Importance of incorporating user interaction in AI systems.

  • Human Concerns in AI:

    • Fairness: Avoiding biases in AI decisions.
    • Accountability: Ability to appeal or understand AI decisions.
    • Transparency: Clear understanding of how AI processes information.
    • Ethics: Aligning AI actions with human values.

Don Norman’s Gulfs

  • Gulf of Execution: Difficulty in performing desired actions.
  • Gulf of Evaluation: Difficulty in interpreting system output.
  • Goal: Minimize both gulfs to improve user experience.

Example: TimeFork

  • Purpose: AI tool for stock market prediction.

  • Functionality:

    • Users input their predictions (e.g., expecting Netflix stock to rise).
    • The system predicts how other stocks might react.
  • Benefits:

    • Interactive dialogue between the user and AI.
  • Helps users understand and visualize potential market outcomes.


Assignments and Reminders

  • Assignment 1:

    • Due Date: September 13th.

    • Task: Recreate a chat application interface using HTML and CSS.

    • Guidelines:

      • Timebox your effort.
      • Focus on understanding the complexity of creating UI elements.
  • Assignment 2:

    • Release Date: Coming soon.
    • Task: Interact with a “wolf talk back” system to prepare for group projects.
  • No TA Sessions This Week:

    • Utilize study cafes for assistance.
  • Upcoming Classes:

    • Track B continues with JavaScript focus on Thursday.

Conclusion

Understanding the nuances of input and output devices is crucial in HCI. As technology evolves, the interaction between humans and computers becomes more sophisticated, necessitating a deeper comprehension of both hardware and software aspects. Remember to consider both the practical and theoretical implications when designing or using these devices.

This post is licensed under CC BY 4.0 by the author.