touch research 2: hci details
Post on 17-Oct-2014
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DESCRIPTION
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Detailing HCI Research ... Completely based on the ACM SIGCHI Curricula for Human-Computer Interaction.TRANSCRIPT
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⁄ A Project ⁄ Communication
Design M1 ⁄ HTWG Constance
Touch Research
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P2: HCI
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Overview
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Human-computer interaction is a discipline concerned with the design, evaluation and implementation
of interactive computing systems for human use and
with the study of major phenomena surrounding them.
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⁄ H1 Human Information Processing
⁄ H2 Language, Communication, Interaction
⁄ H3 Ergonomics
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⁄ C1 Input and Output Devices
⁄ C2 Dialogue Techniques
⁄ C3 Dialogue Genre ⁄ C4 Computer Graphics ⁄ C5 Dialogue
Architecture
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⁄ D1 Design Approaches ⁄ D2 Implementation Techniques ⁄ D3 Evaluation Techniques ⁄ D4 Example Systems and Case Studies
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Use and Context
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⁄ U1 Human Social Organization and Work ⁄ U2 Application Areas ⁄ U3 Human-Machine Fit and Adaptation
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The uses to which computers are put
are spoken of as 'applications‘ (U2) in the
computer world. These uses and the extent to which the interface (and the application logic
in the rest of the system) fits (U3) them can have a profound impact on every part of the interface and its
success. Moreover, the general social, work, and business context (U1) may be important.
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⁄ U1 Relates to the human as an interacting social being. It includes a concern with the nature of work, and with the notion that human systems and technical systems mutually adapt to each other and must be considered as a whole.
⁄ E.g. models of work, workflow, cooperative activity, office work
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⁄ U2 The focus of this section is on classes of application
domains and particular application areas where characteristic interfaces have developed.
⁄ E.g. characterization of application areas (e.g.,
individual vs. group, paced vs. unpaced) ⁄ E.g. on-line tutorial systems and help systems
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⁄ U3 Part of the purpose of design is to arrange a fit between the designed object and its use. Adjustments can be made (1) either at design time or at time of use (2) by either changing the system or the user and (3) the changes can be made by either the users themselves or, sometimes, by the system.
⁄ E.g. user guidance: help techniques, documentation, error-handling techniques
⁄ E.g. adaptive systems
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Human
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⁄ H1 Human Information Processing
⁄ H2 Language, Communication, Interaction
⁄ H3 Ergonomics
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It is important to understand something about human
information-processing characteristics, how human action (H1) is structured, the nature of human
communication (H2), and human physical and physiological
requirements (ergonomics, H3).
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⁄ H1 Characteristics of the human as a processor of information.
⁄ E.g. learning ⁄ E.g. motor skills
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⁄ H2 Language as a communication and interface medium. Communication phenomena.
⁄ E.g. graphical interaction language
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⁄ H3 Anthropometric and physiological characteristics of people and their relationship to workspace and environmental parameters.
⁄ E.g. arrangement of displays and control ⁄ E.g. fatigue and health issues
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Interface
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⁄ C1 Input and Output Devices
⁄ C2 Dialogue Techniques
⁄ C3 Dialogue Genre ⁄ C4 Computer Graphics ⁄ C5 Dialogue
Architecture
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Machines have specialized components for interacting with
humans. Some of these components are basically transducers for moving information
(C1) physically between human and machine. Other
components have to do with the control structure and representation of aspects of the
interaction (C2-C5).
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⁄ C1 The technical construction of devices for
mediating between humans and machines.
⁄ Everything about output and input devices
⁄ In our case: Hands on a surface
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⁄ C2 The basic software architecture and techniques for interacting with humans.
⁄ E.g. touch-based input techniques, gesture
⁄ E.g. scrolling and panning display
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⁄ C2 The basic software architecture and techniques for interacting with humans.
⁄ E.g. touch-based input techniques, gesture
⁄ E.g. scrolling and panning display
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⁄ C3 The conceptual uses to which the technical means are put. Such concepts arise in any media discipline (e.g., film, graphic design, etc.).
⁄ E.g. tool metaphor ⁄ E.g. personae, point of view ⁄ E.g. workspace models
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⁄ C4 Basic concepts from computer graphics that are especially useful to know for HCI.
⁄ E.g. solid modeling, splines, surface modeling, hidden surface removal …
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⁄ C5 Software architectures and standards for user interfaces.
⁄ E.g. multi-user interface architectures "Look and feel“
⁄ E.g. standardization and interoperability
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Design
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⁄ D1 Design Approaches ⁄ D2 Implementation Techniques ⁄ D3 Evaluation Techniques ⁄ D4 Example Systems and Case Studies
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The construction of human interfaces is both a matter of
design and engineering. These topics are concerned with the methodology and practice of
interface design (D1). Other aspects of the development process include the relationship of interface
development to the engineering (both software and hardware, D2-D4) of the
rest of the system.
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⁄ D1 The process of design. Relevant topics from other design disciplines.
⁄ E.g. typography ⁄ E.g. use of color
⁄ E.g. temporal sequencing ⁄ E.g. industrial design basics
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⁄ D2 Tactics and tools for implementation.
⁄ E.g. prototyping techniques ⁄ E.g. object-oriented methods ⁄ E.g. data representation and algorithms
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⁄ D3 Philosophy and specific methods for evaluations.
⁄ E.g. productivity ⁄ E.g. usability testing ⁄ E.g. interviewing techniques
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⁄ D4 Classic designs to serve as extended examples of human interface design.
⁄ E.g. everything we visited in Phase 1: Inspiration - Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI, historic keyboards
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⁄ D4 Classic designs to serve as extended examples of human interface design.
⁄ E.g. everything we visited in Phase 1: Inspiration - Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI, historic keyboards
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Goal
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⁄ Next Milestone (#3) ⁄ Please send me your presentations! ⁄ Concentrate on the relevant HCI areas ⁄ Choose some of those areas to be described in the concept ⁄ Detail the concept along the chosen areas ⁄ Written, with graphics, with images …
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⁄ U1 Human Social Organization and Work: Cooperative activity …
⁄ U2 Application Areas: Individual versus group … ⁄ U3 Human-Machine Fit and Adaptation: User guidance …
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⁄ H1 Human Information Processing: Learning and motor skills …
⁄ H2 Language, Communication, Interaction: Graphical interaction language …
⁄ H3 Ergonomics. Displays and control …
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⁄ C1 Input and Output Devices: Hands on a surface ... ⁄ C2 Dialogue Techniques: Gesture, scrolling and panning ... ⁄ C3 Dialogue Genre: Tool metaphor ... ⁄ C5 Dialogue Architecture: Multi-user interface look and feel
…
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⁄ D1 Design Approaches: Sequencing ... ⁄ D2 Implementation Techniques: Prototyping (paper?) ... ⁄ D3 Evaluation Techniques: Productivity ...
⁄ D4 Example Systems and Case Studies: That’s where we started!
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Credits
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⁄ ACM SIGCHI Curricula for Human-Computer Interaction: ⁄ http://sigchi.org/cdg/cdg2.html ⁄ Original Print Media: Copyright © 1992 by the Association for
Computing Machinery, Inc. ⁄ Web Version: Copyright © 1996 by the Association for Computing
Machinery, Inc.
⁄ University of Applied Sciences Constance, Faculty for Communication Design, Project “Touch Research”: ⁄ http://www.htwg-konstanz.de ⁄ http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will ⁄ http://www.felgner.ch/2008/04/touch_research.html