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Week39 Monday

The document discusses the principles of Human-Computer Interaction, focusing on direct manipulation and graphical interaction. It outlines learning goals related to understanding direct manipulation, input tasks in 2D interfaces, and modal interfaces. Additionally, it covers various interaction methods, including immersive environments, tangible computing, and different types of input and selection tasks.

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0% found this document useful (0 votes)
12 views38 pages

Week39 Monday

The document discusses the principles of Human-Computer Interaction, focusing on direct manipulation and graphical interaction. It outlines learning goals related to understanding direct manipulation, input tasks in 2D interfaces, and modal interfaces. Additionally, it covers various interaction methods, including immersive environments, tangible computing, and different types of input and selection tasks.

Uploaded by

menohax221
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Human-Computer Interaction

Track A: Direct manipulation and graphical interaction

Clemens Nylandsted Klokmose – September 27th 2021


Plan for the day

• Direct Manipulation
• Direct manipulation and immersive environments
• (2D) Graphical interaction
Learning goals

• Understand
• What direct manipulation is
• Different levels of directness in direct manipulation
• Direct manipulation in immersive environments
• What input tasks in 2D interfaces are, and what types there are
• What modal interfaces are
• Be able to …
• Describe the level of directness in a direct manipulation interface
• Describe the input tasks in a a user interface
• Describe modes in an interface
Direct Manipulation
Shneiderman 1983

• Continuous representation of the objects of interest

• Physical actions instead of complex syntax

• Rapid, incremental, reversible actions whose effects


on the objects of interest are immediately visible

• Layered approach to discover the interface progressively, so that it can


be used with little previous knowledge
Degrees of directness
Translational distance

Weak

Medium

Strong

Immersive
Direct Manipulation in
Immersive environments
Virtual reality

“The presence aspect of virtual reality


breaks the physical limitations of space
and allows users to act as though they
are somewhere else”
Virtual reality

• Head-tracking
• Outside in
• Inside out

• Hand-tracking
• Controllers (gyro, accelerometer, camera)
• Finger tracking (camera and/or gloves)
Augmented Reality

Lets users see the world with a digital overlay.

Immersive
- E.g., Hololens 2

Handheld
- E.g., Smartphone ortablet

Based on cameras, depth cameras, LIDAR,


gyroscopes, accelerometers
Mixed reality

Milgram & Kishino (1994)


Tangible computing

Physical objects are used to


represent digital objects.

Position and rotation, e.g., on an


interactive table is tracked and
mapped to digital properties.

Digital content overlaid adjacent to


or through projection mapping
Tangible computing

• Can make interaction more direct


• Also can add another layer of
indirection if not done well
• Difficult to make general purpose
• Often used for specific installations
• Based on cameras,
markers, RFID
(2D) Graphical interaction
Input and feedback

Pointing

Selection (single/multiple click, with/without modifier)


Input and feedback

Drag

“ghosts” or
shadows

ink
http://jamesfriend.com.au/pce-js/
Basic interaction tasks

• Input tasks
• Selection tasks
• Trigger tasks
• Navigation tasks
• Property setting tasks
• Transformation tasks
Input tasks

Input text
Text field + keyboard

Input a single value


Slider

Input position
Pointing

Input a path
Sampling (feedback = ink)
Input task
Adapt input to the value type

Example: size of a table


Selection tasks

Choose one or several items within a set


Fixed- or variable size set
Small or large set

Fixed-size set
Menu, checkboxes, radio buttons

Variable-size set
Pointing, list, text input
Selection task
Multiple selection

by group by interval

add/remove

Combine techniques
Point elements in list / use keyboard to input prefix
Selection tasks
Linear menus

Menu bar +
pulldown menus

Fixed palette

Pop-up (or contextual) menus

Hierarchical menus

Pull-off menus
Selection tasks
Radial menus

Pie Menus (Hopkins)

Selection is faster in a radial menu than in a linear menu


But radial menu limited (in practice) to 8 items

Marking menus (Kurtenbach)

Natural transition from novice to expert


perform the selection gesture faster – the menu does not display
Trigger tasks

Buttons and Menus

Drag and drop


Action depends on both the source and destination

Gestural input
Specifies the object and command simultaneously
Trigger tasks
Gestural input
Navigation tasks

Scrollbars
Direction of scrolling
Division of attention

Direct scrolling
Move with the hand
Automatic scrolling

Zooming
Zooming in to see detail
Zooming out to see context
Property and parameter specification tasks

Dialog boxes
Fields + OK / Apply / Cancel buttons
Modal or non-modal

Temporal and spatial decoupling between the specification of the command, its parameters, and
its execution

Optional Parts Tabs

Problem with OK button!


Property and parameter specification tasks
Inspectors

Inspector is always displayed

Content of inspector changes according to selected item

Editing properties immediately affects the selected items


Transformation tasks
Manipulation handles
Modes

• Mode = state of the interface where user actions are interpreted consistently, and differently than in other
modes

• Problems: Mode visibility, mode change

• Examples
• “vi” text editor :
• Type “Esc” to switch between input/command modes
• “emacs” text editor :
• User Control and Meta modifiers to enter commands
• Tool palettes:
• Select a tool to activate it
Modes

• Temporal modes
• The same user action performed at different times has different effects
• Problem: Initiative of the mode change

• Spatial modes
• The same user action performed at different locations has different effects

• Quasi-modes
• Temporal modes activated as long as a physical action is sustained

An interface is a collection of modes !


Mode exercise

• Go to https://bellard.org/jslinux/vm.html?url=alpine-
x86.cfg&mem=192
• Open a file in vi with vi vi.txt, write Hello from vi! in it, save and
exit
• Open a file in emacs with emacs emacs.txt write Hello from
emacs! in it, save and exit
• Feel free to use google
What do I expect you to have learned?

• Understand
• What direct manipulation is
• Different levels of directness in direct manipulation
• Direct manipulation in immersive environments
• What input tasks in 2D interfaces are, and what types there are
• What modal interfaces are
• Be able to …
• Describe the level of directness in a direct manipulation interface
• Describe the input tasks in a a user interface
• Describe modes in an interface

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