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    MTI 6033 Text-and Speech based HCI

    By : Pn. Nur Saadah Binti Fathil

    Topic 1 :Foundation of HCI

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    Definition of HCI

    Human-computer interaction is a disciplineconcerned with the design, evaluation and

    implementation of interactive computingsystems forhuman use and with the study of majorphenomena surrounding them.

    (ACM SIGCHI, 1992, p.6)

    Human-Computer Interaction (HCI) is a study oftherelationships which exist between humanusers and the computersystems they use in theperformance of their various tasks.

    (Christine Faulkner : 2001)

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    Human-ComputerInteraction (HCI) is about

    designing computer systems that support people

    so that they can carry out theiractivitiesproductively and safely.

    (Preece, 2002)

    HCI in the context oforganizational work is to

    understand and shape the way people interact withcomputers: the processes they engage in, the

    resources they use and the impact they accomplish.(Teeni,Carey & Zhang, 2007)

    Definition of HCI

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    The Nature of HCI

    From ACM SIGCHI Curricula for Human-Computer Interaction

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    HCI & OtherDiscipline

    A.I Psychology Sociology

    Linguistics

    Art

    Design

    Engineering

    ComputerScience

    Philosophy

    Physiology

    Ergonomics Helpfacilities

    Understandingthe user

    Modellingthe user

    Groupware

    Aesthetic appeal

    User interfacelayout

    Faster

    machinesFaster systemsMeans ofbuilding betterinterfaces

    Language forcommands

    Physical

    capabilities

    User body shape

    Equipment design

    Creatingconsistency

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    5 measures :

    Time to learn

    Speed of performance Error rate

    Retention over time

    Subjective satisfaction

    Goals of HCI

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    Recognize patterns

    Reason inductively

    Communicate with multiple channels

    Apply multiple strategies

    Adapt to changes or unexpected events

    What are thehuman good at?

    From Ben Shneidermans designing user interfaces

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    What are the Computergood at?

    Sense stimuli outside humans range

    Calculate fast and mechanical

    Store large quantities and recall accurately

    Response rapidly and consistently

    Perform repetitive actions reliably

    Maintain performance under heavy load

    and extended time

    From Ben Shneidermans designing user interfaces

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    Synergic

    Humans do things that human are good at

    Computers do things that computers aregood at

    The strength of one covers the weakness of

    the other

    The usertells the computerwhat they want

    The computercommunicates results

    What are the Interaction be?

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    Physical

    Anthropomorphic (height, left handed, etc.)

    Age (mobility, dexterity, etc.) Cognitive

    Perceptual

    Sight, hearing, etc.

    Personality

    Including cultural factors

    UserCharacteristic

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    Life critical

    Low error rate first and foremost

    Justifies an enormous design and testing effort Custom Commercial

    Speed and error rate

    Office and Home

    Easy learning, high user satisfaction, low cost

    Creative

    User needs assessment is very challenging

    Human Factors in Systems

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    MTI 6033 Text-and Speech based HCI

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    Task System

    Mental Models Sight

    Sound

    Hands

    Voice

    Task User

    Software Models KeyboardMouse

    Display

    Speaker

    Computer

    Human

    Userand System Models

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    As a user, what do you want to know about a

    machine for your interaction?

    Disccussion : Mental Models

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    Interactive Systems

    Input Devices

    Computer Output Devices

    Interfaces

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    Keyboard

    Produces character codes

    ASCII: American English

    Latin-1: European languages

    UNICODE: Any language

    Pictographic languages need entry conventions

    Keyboard shortcuts are important for data

    entry VT-100 standard functions are common

    But differing layouts can inhibit usability

    And different conventions for standard tasks abound

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    2-DDirect Manipulation

    Match control actions with on-screen

    behavior

    Use a cursor for visual feedback if needed

    Rotary devices

    Mouse, trackball

    Linear devices Touch pad, touch panel, touch screen, joystick

    Rate devices

    Laptop eraserhead

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    Human Senses

    Visual

    Position/motion, color/contrast, symbols

    Auditory

    Position/motion, tones/colume, speech

    Haptic

    Mechanical, thermal, electrical, kinesthethic

    Olfactory Smell, taste

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    ComputerOutput

    Image display

    Fixed view, movable view, projection

    Acoustic display

    Headphones, speakers, within-ear monitors

    Tactile display

    vibrotactile, pneumatic, piezoelectric

    Force feedback

    dexterous handmaster, joystick, pen

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    Inertial Display

    Motion-based simulators

    Olfactory Display Chemical (requires resupply)

    Locomotive display

    Stationary bicycle, treadmill, ...

    Temperature Display

    ComputerOutput

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    Interaction Styles

    Graphical User Interfaces (GUI)

    Direct manipulation

    Menus

    Language-based interfaces

    Command line interfaces

    Interactive voice response systems

    Virtual Reality (VR) Direct manipulation

    Ubiquitous computing

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    Windows

    Spatial context

    Icons Direct manipulation

    Menus

    Hierarchy

    Pointing devices

    Spatial interaction

    WIMP Interface

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    GUI Components

    Windows (and panels)

    Resize, drag, iconify, scroll, destroy

    Selectors Menu bars, pulldown lists

    Buttons

    Labeled buttons, radio buttons, checkboxes

    Icons (images)

    Select, open, drag, group

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    Direct Manipulation

    Select a metaphor

    Desktop, CD player, map,

    Use icons to represent conceptual objects

    Watch out for cultural differences

    Manipulate those objects with feedback

    Select (left/right/double click), move (drag/drop)

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    Limitations of

    Direct Manipulation

    Understand the metaphor first

    Not all tasks can be described as concreteobjects For example clipboard

    Visual representation may be misleading Draw incorrect conclusions

    Culture difference

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    Menus

    Conserve screen space by hiding functions

    Menu bar, pop-up

    Can hierarchically structured

    By applications logic

    By convention (e.g., where is the print function?)

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    Limitations of Menus

    Some functions are hidden

    Need exploration

    Need careful organization of menus Bad organization really increase time and errors

    Tradeoff between breadth and depth

    Too deep can become hard to find things

    Too broad becomes direct manipulation

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    Dynamic Queries

    What to do when menus become too deep

    Merges keyboard and direct manipulation

    Select menu items by typing part of a word

    After each letter, update the menu

    Once the word is displayed, user can click on it

    Example: Windows help index

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    MTI 6033 Text-and Speech based HCI

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    Language-Based Interfaces

    Command Entry

    Compact, flexible representation

    Precise meanings Powerful in the hands of expert users

    Natural Language

    Intuitive to use

    Powerful expressiveness

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    Limitations to Language-Based

    Interfaces What can be done may not be apparent

    Easy to over or underestimate, thus cause

    frustration

    NL could be vague, ambiguous, and

    ungrammatical, context dependent

    High demand on systems ability

    Commands are difficult for nave users

    Push away new users

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    Text Retrieval Interfaces

    A practical, compromised NL interface

    NL input, but only keywords

    Not try to understand, just shallow processing

    Example: MIRACLE system at

    http://tides.umiacs.umd.edu/CLIR_interface

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    MTI 6033 Text-and Speech based HCI

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    Aural Perception

    We respond to sounds without prior focus

    Lack of focus limits simultaneous stimuli

    Absolute amplitude & pitch hard to interpret

    But changes stand out clearly

    Stereo effect provides a sense of direction

    Relative amplitude, phase difference

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    MTI 6033 Text-and Speech based HCI

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    Speech Output

    Replay of digitized speech clips

    High fidelity, but limited vocabulary

    Speech Synthesis Generate spoken output from unrestricted input

    Based on pronunciation rules and lists of exceptions

    Sounds unnatural due to misplaced emphasis

    Prosody-guided speech synthesis

    Use pronunciation of similar words as a guide

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    MTI 6033 Text-and Speech based HCI

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    AuditoryDisplay

    Nonspeech audio output for user interfaces

    Same objectives as graphical output:

    Alert the user to exceptional conditions Provide ubiquitous feedback

    Present information

    But different characteristics

    Effective even without focus

    Fairly low resolution

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    AuditoryDisplayDesign

    Need a metaphor

    Clock ticking, alarm bells, keyboard clicks, etc.

    Channel is easily overloaded Focus helps manage cognative load

    Changes are more useful than values

    Pitch, amplitude, position, harmonics, etc.

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    An Auditory ImageDisplay

    Display 2-D images using only sound

    Sweep from left to right every second

    Audible pause and click between sweeps

    Top pixels are high frequency, bottom are low

    Blind users can detect objects and motion

    Time indicates horizontal position

    Pitch indicates vertical position

    Sweep-to-sweep differences indicate motion

    http://www.visualprosthesis.com/voice.htm

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    Interactive Voice Response

    Systems Operate without graphical interfaces

    Hands-free operation (e.g., driving)

    Telephone access

    Built on three technologies

    Speech recognition (input)

    Text-to-speech (output) Dialog management (control)

    Example: TellMe (1-800-555-TELL)

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    MTI 6033 Text-and Speech based HCI

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    Dialogue Management

    Turn-taking

    User initiative

    System initiative (allows smaller vocabulary) Mixed initiative (e.g., barge in)

    Interaction style

    Direct answers

    Achieving conversational goals

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    Summary

    HCI design starts with user needs + abilities

    Users have a wide range of both

    Users must understand their tools And these tools can learn about their user!

    Many techniques are available

    Direct manipulation, languages, menus, etc.

    Choosing the right technique is important

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    Mental Models

    How the user thinks the machine works

    What actions can be taken?

    What results are expected from an action?

    How should system output be interpreted?

    Mental models exist at many levels

    Hardware, operating system, and network

    Application programs

    Information resources