ics2208 lecture5
TRANSCRIPT
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Topic 4: Overview• Interaction Styles
• Direct Manipulation: characteristics & concepts
• Challenges of direct manipulation
• Scenarios for direct manipulation
• AR & VR: immersive spaces
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Interaction StylesPositive emotions which such interfaces may cause in users include:
• Mastery of the interface
• Competence in performing tasks
• Ease in learning originally and in assimilating advanced features
• Confidence in retaining mastery over time
• Enjoyment in using the interface
• Eagerness to show off the interface to novices
• Desire to explore more powerful aspects
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Direct ManipulationThe characteristics of direct manipulation interfaces include:
• Visibility of the objects and actions of interest;
• Rapid
• Reversible
• Incremental actions;
• Replacement of typed commands by a pointing action on the object of interest
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Concepts of direct manipulation find their practice in ideas such as:
• Game design: Characters and NPCs controlled by novel pointing devices
• Science: Remote operated microscopes or fly drones
• Information visualisation: Presentation of thousands of objects on screen with dynamic user controls
• Virtual reality, augmented reality & tangible user interfaces: hand gestures allow users to point, select, grasp and navigate.
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Using these principles it is possible to design systems with the following attributes:
1. Novices can learn basic functionality quickly usually through a demonstration by a more experienced user;
2. Experts can work rapidly to carry out a wide range of tasks even defining new functions and features;
3. Knowledgeable intermittent users can retain operational concepts;
4. Error messages are rarely needed;
5. Users can immediately see whether their actions are furthering their goals, and if the actions are counterproductive, they can simply change the direction of the activity;
6. Users experiences less anxiety because the interface is comprehensible and because actions can be reversed easily;
7. Users gain a sense of confidence and mastery because they are the initiators of actions, they feel in control, and they can predict the interface’s responses.
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Transnational Distance
• Weak direct manipulation - large TD
• Medium direct manipulation
• Strong direct manipulation - small TD
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Challenges of Direct Manipulation
• GUIs need to be complemented with speech enabled devices or audio designs to help vision impaired users interact;
• Direct manipulation devices need to find a balance between screen space and presenting information
• Users need to learn the meaning of visual representations and graphic icons
• There are times when typing commands can be more efficient than actually pointing on to a screen with a device
• Small mobile devices have limited screen space and a finger pointing at a device may partially block the display
• Programming rapid and incremental actions may be quite difficult to achieve
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Game Scenarios with Direct Manipulation
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Game Scenarios with Direct Manipulation
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Immersive Interfaces• Provide overviews so that the users can see the big
picture (plan view display?)
• Allow teleportation
• Offer x-ray vision so that users can see into or beyond objects
• Provide history keeping
• Permit rich user actions on objects (copying, annotating, sharing)
• Enable remote collaboration
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Immersive Interfaces• Give users control over explanatory text (pop, floating,
screen tips) and let them view details on demand
• Offer tools to select, mark and measure
• Implement dynamic queries to rapidly filter out unneeded items
• Support semantic zooming and movement
• Enable landmarks to show themselves even at a distance
• Allow multiple coordinated views
• Develop novel 3D icons to represent concepts that are more recognisable and memorable.
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Applications of AR
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Applications of VR
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Conclusion• Appealing systems have an enjoyable user
interface with customised user generated content that offers a natural representation of the task objects and actions;
• AR & VR are being applied in an increasing number of domains;
• Research needs to be furthered in these areas, to enhance the user experience.