copyright © 2005, pearson education, inc. case study consumer devices

27
Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Upload: joseph-cannon

Post on 23-Dec-2015

219 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Case Study

Consumer Devices

Page 2: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Introduction

• 3D Input Device

• Video Recording Devices

• Mobile Communications

Page 3: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

3D Input Devices

• Multiple degrees of freedom– Most devices give you 2 degrees– Usable, but non-natural for 3D applications– We want control of Z axis, and 3 axes of

rotation

• Several different input devices allow this– Data Glove– Spaceball

Page 4: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

History of the Spaceball

• Company founded in the late 1980s, Spaceball Technologies

• Later renamed Spacetec IMC (Interactive Motion Control)

• Later absorbed by Logitech, then spun off as 3DConnexions

Page 5: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

How Does It Work?

• Internal sensors detect displacements / torques along 3 different axes

• Firmware converts into a sream of data, sent to the computer via serial interface

• Data forwarded to "Spaceball aware" applications, which usually convert it into 3D translation / rotation vectors and move something in 3D visual space

• Mappable function keys provide application-specific shortcuts

Page 6: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Applications

• Mainly industrial CAD designers (automotive, aerospace)

• Creative applications (3D Studio MAX)

• PC Gaming– Hand-held version: SpaceOrb

Page 7: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

How Well Does It Work?

• Very well for CAD / creative apps– Natural mapping to the 3D world– Function keys facilitate bimanual input

• Less well for games, but very subjective

• Not great as a 2D pointing device– Slightly less effective than a joystick

Page 8: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Video Recording Devices

• As televisions have fairly ubiquitous, time to watch what is shown has often grown less– 200 channels and nothing is on!

• Starting in the 80s, a TV "peripheral" was introduced to solve these problems

• Video Cassette Recorder (VCR)

Page 9: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Use Model of the Device

• Goal: Record and playback of video

• Task: Record video signals– Subtask: Allow scheduling of recordings

• Task: Playback– Subtask: Searching of recorded "data"

Page 10: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Artifacts of the Model

• Video Cassette: magnetic recordable media

• Fast Forward and Reverse– Media only supports linear searching

• Start and End of recording times– Lack of updatable data model required end

users to retain lots of domain knowledge to correctly schedule

– No error trapping

Page 11: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Who Cares About Cassettes?

• The name is now also ubiquitous, but describes the relationship to the media

• What if we recorded onto CD? DVD? Hard disk?– Next generation: Digital Video Recorder

(DVR)• ReplayTV• DirectTV• TiVo ( Jeff says, Best toy EVER!)

Page 12: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Same Tasks, New Artifacts

• Digital media, and integration of (also ubiquitous) computing technology allows for a whole new interface

• Scheduling of recordings– Start and end times– Updatable database allows reduction of

cognitive load:• Schedule by name ("Record Enterprise") instead of

time• Automatic scheduling ("Record *all* episodes")

Page 13: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Same Tasks, New Artifacts

• Searching– Fast forward and reverse– Digital format allows variable speeds– Non-linear traversal (jump to end of recording)

• Output to “hard” media– Dump to VCR– Burn DVD– Email!

Page 14: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Interaction

• User input accomplished using special purpose remote keypad– Up/down/left/right and enter keys– Essentially menu selection and limited form

fillin

Page 15: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Task: Schedule Recording

• Support recording by selecting times

• Select programs by name

Page 16: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Task: Playback

• Select program to playback

• Improved searching

Page 17: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Digital Video Improvements

• TiVo performs all the same tasks as its ancestor, and:– Reduces errors / memory load– Allows improved searching

• Interface appears acceptable to users– Familiar (VCR) style– Menu traversal– Virtual keyboard

Page 18: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Mobile Communication

• Most common: mobile voice (cell phones)

• Also– Email– IM– Web browsing

Page 19: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Cell Phones

• Task: Call someone– Subtask: enter the number to dial

• Task: Answer incoming call

• Artifacts: phone

• This is all the early phones had, but new technologies have allowed more features to reduce cognitive load

Page 20: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Task: Call someone

• Simple task, but lots of conditions– Nature of mobile device means we needs to

know if it's possible to make a call (signal strength)

• Artifact: signal meter

– Household phones have supported speed-dial for years, users expect it

• Artifact: method to setup speed dialing

Page 21: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Task: Call someone

• Computing technology allows us to store and numbers, reducing the cognitive load– Artifacts:

• setup / retrieve numbers• capture caller ID numbers• capture outgoing calls

Page 22: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Task: Answer incoming calls

• Simple task, different conditions– Cell phones often used while driving. We want

to reduce potential errors....• Artifact: hands free capability

Page 23: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Additional 'Tasks'

• Cell phone manufacturers are rushing to combine many other 'tasks' into their phone designs– Buy one device, not several

– Pros: eliminates additional devices, plays to Geek Factor

– Cons: single point of failure, conflicting modalities

• Not a bad thing as long as the primary tasks aren't compromised– Early Palm Pilot phones were had a form factor that

made it cumbersome as an actual phone

Page 24: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Product: Sanyo Flip-phone

• Task: call someone– Enter numbers directly– Enter/retrieve numbers from phone book

• Shortcut key to phonebook (reduce load, errors)

– Speed dial– Voice dial

Page 25: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Product: Sanyo Flip-phone

• Task: answer incoming call– One-touch answer– Hands free (requires external device)– Caller ID

• Special rings/graphics per caller, so can easily decide to answer or not

Page 26: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Product: Sanyo Flip-phone

• Additional tasks:– Voicemail (users require it)– Web browser

• Downloadable content (apps, ringers)

– Text messaging– Camera

• Note: sound of picture being taken can’t be silenced. Why?

– Calculator– Calendar

Page 27: Copyright © 2005, Pearson Education, Inc. Case Study Consumer Devices

Copyright © 2005, Pearson Education, Inc.

Product: Sanyo Flip-phone

• Additional task support:– Menu selection, with shortcuts

• Menu has a ‘Back’ option to repair errors– Early Nokia phones did not have this

– Alphabetic entry via cell number keys• Awkward, but users accept it• Palm Pilot phone does better, but sacrifices form