HCI Class PDFS PDF
HCI Class PDFS PDF
HCI Class PDFS PDF
§ Research Questions
§ Experiments
Color 2
Color 3
Hi, I’m Peter.
I’m red-green
colorblind.
These two
socks look
cool!
Color 7
e
th
hey ?
t e
re m
A sa
ha t color
W
ey ?
are th
How
different
they are?
Hapticolor
Color 8
e
th
hey ?
t e
re m
A sa
ha t color
W
ey ?
are th
How
different
they are?
Color 9
Oh, it’s e
green. th
hey ?
t e Haptic vibration
re m
A sa pattern
ha t color
W
ey ?
are th
How
different
they are?
Color 10
e
th
hey ?
t e
re m
A sa
ha t color
W
ey ?
are th
How
different
they are?
Color 11
Oh, it’s e
orange. th
hey ?
t e
re m
A sa
ha t color
W
ey ?
are th
How
different
they are?
Haptic vibration
pattern Normal Color Simulated
Vision View Colorblind View
Color 12
That is
cool, but…
c o lo rs in
e pre sent
to r olor?
How Ha p t ic
Color 13
§ Most people are familiar with, even for colorblind people?
§ Suits Hapticolor?
14
15
12 motors
1
12 2
11 3
10 4
9 5
8 6
7 Recognizing each accurately
can be challenging
16
Less motors than colors
17
e Distinguishing
th colors
hey ?
t e
e m
Ar s a
o lor Recognizing
a t c
Wh colors
re t h ey ?
a
How
different Comparing
they are? colors
18
§ Experiment 1 § Experiment 2 § Experiment 3
RQ2:RQ3:
HowCan
to interpolate
colorblind users
valuesusebetween
our 2
RQ1: How many motors can be placed on the wrist
vibration
vibrotactile
motors encodings
using different
solution
vibration
to
without sacrifing its recognition accuracy?
accomplish
dimensions
the threeandtypes
temporalities?
of colour tasks?
Color 19
RQ1: How many
motors can be placed
on the wrist without
sacrifing its
recognition accuracy?
Participant select
on the screen the
motor that runs
Participant with
one of the
wristbands
Color 20
Users can reliably detect
position motors
94% (<=88% accurate) up to 4
88% vibration motors
81%
69%
Color 21
Color 22
RQ2: How to
interpolate values
between 2 vibration
motors using
different vibration
dimensions and
temporalities?
3 Levels
M1
3 Dimensions
Strong
High (H) Medium
Low (L) None
Idle
Duration (d) ↑ ↕ 0
M3 M2
Pulse
Pulses(p)
(p) ↑ ↕ 0
Intensity (I) ↑ ↕ 0
Color 23
- Sequential vibrations are
more accurate and faster than
motors running at same time
Color 24
RQ3: Can colorblind
users use our
vibrotactile encodings
solution to
accomplish the three
types of colourblind
tasks?
Color 25
RQ3: Can colorblind
users use our
vibrotactile encodings
solution to
accomplish the three
types of colourblind
tasks?
M1
What color Recognizing
are they? colors
M3 M2
How
different Comparing
they are? colors
Color 26
Are they the
same?
M1
M3 M2
M1
M2
M3
Color 27
How different
they are?
Haptic vibration
pattern
M1
M2
M3
Color 28
How different
they are?
Haptic vibration
pattern
M1
M2
M3
Color 29
With HaptiColor Without HaptiColor
94% 62%
Which shirt has
the farthest color? Color 30
§ Develop and evaluated a spatiotemportal vibrotactile code that allow
recognition of position and distance
Color 31
§ More points in the wheel?
§ Easy to develop the code
Color 32
I am in a new
city and I need
help to move
around!
M1
M3 M2
Color 33
Haptic vibration
pattern
M1
M1
M3 M2
M2
M3
Color 34
§ Develop a haptic code to inform about position and distance
Color 36
Color 38
Color 39
40
HaptiColor
§ Affects 250 millions people, mostly male
Red-green
§ Inability to perceive certain colors
colorblind
Blue-yellow
colorblind
Color 41
Red-green colorblindness
Color 42
Blue-yellow colorblindness
Color 43
Color 44
Everyday Usage
§ Convenient
§ Non-intrusive
§ Private
§ Familiar
Color 45
§ Distinguishing colors Color A and Color B is different
§ Recognizing colors Color A is red and Color B is green More difficult for
colorblind people
Color 46
HaptiColor 47
Decoding information Wearing Socks
“Which bar is chair, and which is cupboard?” “Did I wear the right pair of socks?”
Color 48
Not Recolored Recolored
convenient)
Color 49
§ Color correcting lenses (Enchroma CX)
Color 50
Enchroma CX
HaptiColor 51
Normal color vision Colorblind vision (simulated)
Color 52
Identify a person
Color 58
HaptiColor 59
Color 60
Visual Auditory Haptic
Color 61
Gloves Ring Wristband
Color 62
Haptic motors
Orbicular
Mapping
Color 63
§ RQ1: How many motors can be placed on the wrist without sacrificing its
§ RQ2: How to interpolate values (values not directly on the motors) between
§ RQ3: Can colorblind users use the spatial vibrotactile encodings we devised
Color 64
Interaction & Interfaces
Lecture Notes
Chapters 3 and 7
1
Course practicalities
Chapter 7: Interfaces
– Types of interfaces
Research example:
– Example of haptic user interface: HaptiColor
3
Understanding and Conceptualizing
Interaction, Chapter 3
4
We want a product or solution to be
… safe … enjoyable
… accessible
… functional … respect privacy
… usable
... efficient
– What are your assumptions about users, their tasks, and their knowledge?
6
Asking questions to understanding the problem space
– Are there problems with an existing product or user experience? And why?
– How do you think your proposed design ideas might overcome these?
– If you are designing for a new user experience how do you think your
proposed design ideas support, change, or extend current ways of doing things?
7
From problem space to design space
– Having a good understanding of the problem space can help inform
the design space:
e.g. what kind of interface, behaviour, functionality to provide
https://www.alpine-space.eu/projects/desalps/en/about/the-project/design-thinking/design-thinking-process
8
Mental, conceptual, and cognitive models
Source: https://slideplayer.com/slide/9317671/
9
Conceptual model: what
Source: https://uxdesign.cc/understanding-mental-and-
conceptual-models-in-product-design-7d69de3cae26
10
Conceptual model: why?
The purpose of creating a conceptual model — is to get the concepts
and their relationships right, to enable the desired task-flow.
Start by designing how the user would ideally think about the
application and its use in supporting tasks.
Source: https://www.morganclaypool.com/doi/pdf/10.2200/S00391ED1V01Y201111HCI012 11
The first steps in formulating a conceptual model: how
– What will the users be doing when carrying out their tasks?
12
Interface metaphors
13
Models of interface metaphors
On Jim Alty:
https://www.interaction-design.org/literature/author/james-l-alty
Alty, J. L., Knott, R. P., Anderson, B., & Smyth, M. (2000). A framework for engineering
metaphor at the user interface. Interacting with computers, 13(2), 301-322.
URL: will be updated
14
Interface metaphors (1/4); book collection
https://www.androidpit.com/shelfie-app-free-e-books-digital-books
15
Interface metaphors (2/4): tangible user interface
16
Interface metaphors (2/4): tangible user interface
Mini assignment A:
Join your assignment group, and brainstorm on
An application making use of one idea from MetaDesk.
• What is the added value over a traditional planning tools?
https://www.youtube.com/watch?v=FsHHYK_UXkw • Can you relate MetaDesk to a metaphor?
17
Interface metaphors (2/4): Sifteo Cubes
https://www.youtube.com/watch?v=dF0NOtctaME
Mini assignment B:
Join your assignment group, and brainstorm on
An application making use of Sifteo Cubes
• What is the added value over traditional user interfaces? (1 min)
• Can you relate Sifteo Cubes to a metaphor? (2 mins)
18
Interfaces, Chapter 7
19
Interfaces
1990s
2000s
2010s
20
27
21
1. Command based
– Commands such as abbreviations
(e.g. “ls –l” or “cp”) typed in at the prompt
to which the system responds
(e.g., listing current files)
23
2. WIMP and GUI
What is the meaning of WIMP?
W =
I =
M = menu or mouse
P =
24
2. WIMP and GUI
25
3. Multimedia
– Combines different media within a single interface with various forms of
interactivity
– graphics, text, video, sound, and animations
– Provide new kinds of experience, enabling users to interact with objects and
navigate in 3D space
27
4a. Virtual reality - pros vs cons
– Can have a higher level of fidelity with objects they represent compared to
multimedia
28
4a. Virtual reality - pros vs cons
– Provides different viewpoints: 1st and 3rd person
29
30
https://www.youtube.com/watch?v=zd5zNo8vQEk&feature=yo
utu.be
Youtube: https://www.youtube.com/watch?v=zd5zNo8vQEk&feature=youtu.be
31
4b. Augmented reality
32
4b. Augmented reality
http://www.cs.unc.edu/~azuma/ARpresence.pdf. 33
5. Information visualization (infoviz) and dashboards
– Computer-generated interactive graphics of complex data
– Amplify human cognition, enabling users to see patterns, trends, and anomalies in
the visualization
– Techniques include:
– 3D interactive maps that can be zoomed in and out of and which present data
via webs, trees, clusters, scatterplot diagrams, and interconnected nodes
34
https://sites.umiacs.umd.edu/elm/research/current-projects/dataworld/
http://users.umiacs.umd.edu/~elm/projects/vistrates/vistrates.pdf
35
6. Web
– User-centered editing tools (e.g. Dreamweaver) and programming languages (e.g.
php, Flash, asp, XML) emerged in the early 2000s
– HTML5, Ajax
– Wikis, blogs
– In the late 2000s, need to think of how to design information for multi-platforms -
keyboard or touch e.g. smartphones, tablets, PCs
36
7. Consumer electronics and appliances
– Everyday devices in home, public place, or car and personal devices
38
8. Mobile - challenges
– Smaller screens, small number of physical keys and restricted number of controls
39
8. Mobile - design issues
– Mobile interfaces can be tricky and cumbersome to use for
those with poor manual dexterity
– if too small the user may accidentally press the wrong key
40
9. Speech
– Where a person talks with a system that has a spoken language application, e.g.
timetable, travel planner
– Used most for inquiring about very specific information, e.g. flight times or to
perform a transaction, e.g. buy a ticket
Source: https://beatsigner.com/interactive-paper.html
42
11. Touch
– Touch screens, such as walk-up kiosks, detect the presence and
location of a person s touch on the display
44
12. Air-based gestures
– Movements are mapped onto a variety of gaming motions, such as swinging,
bowling, hitting and punching
45
13. Haptic
– Tactile feedback
– applying vibration and forces to a person’s body, using actuators that are
embedded in their clothing or a device they are carrying, such as a smartphone
– Can also be used to simulate the sense of touch between remote people who want
to communicate
46
13. Haptic - realtime vibrotactile feedback
47
14. Multimodal
– Meant to provide enriched and complex user experiences
– multiplying how information is experienced and detected using different
modalities, i.e. touch, sight, sound, speech
48
15. Shareable
– Shareable interfaces are designed for more than one person to use
– provide multiple inputs and sometimes allow simultaneous input by co-located
groups
– Can support more equitable participation compared with groups using a single PC
50
16. Tangible
– Type of sensor-based interaction, where physical objects, e.g., bricks, are coupled
with digital representations
– When a person manipulates the physical object/s it causes a digital effect to occur,
e.g. an animation
– Digital effects can take place in a number of media and places or can be embedded
in the physical object
51
16. Tangible - examples
– Flow Blocks
– depict changing numbers and lights embedded
in the blocks
– vary depending on how they are connected
together
– Urp
– physical models of buildings moved around on
tabletop
– used in combination with tokens for wind and
shadows -> digital shadows surrounding them to
change over time
52
16. Tangible - benefits
– Can be held in both hands and combined and manipulated in ways not possible
using other interfaces
– allows for more than one person to explore the interface together
– objects can be placed on top of each other, beside each other, and inside each
other
– encourages different ways of representing and exploring a problem space
53
17. Augmented and mixed reality - examples
– In medicine
– virtual objects, e.g. X-rays and scans, are overlaid
on part of a patient s body
– aid the physician s understanding of what is being
examined or operated
54
18. Wearables
– First developments were head- and eyewear-mounted cameras that enabled user
to record what was seen and to access digital information
– Since, jewellery, head-mounted caps, smart fabrics, glasses, shoes, and jackets have
all been used
– provide user with a means of interacting with digital information while on the
move
– Applications include automatic diaries, tour guides, cycle indicators and fashion
clothing
55
19. Robots and drones
– A machine designed to carry out a certain tasks automatically
– 4 types of robot
– remote robots used in hazardous settings
– domestic robots helping around the house
– pet robots as human companions
– sociable robots that work collaboratively with
humans, and communicate and socialize with them
- as if they were our peers
56
19. Robots and drones - drones
– Unmanned aircraft that are controlled remotely and used in a number of contexts
– e.g. entertainment, such as carrying drinks and food to people at festivals and
parties;
– agricultural applications, such as flying them over vineyards and fields to collect
data that is useful to farmers
– helping to track poachers in wildlife parks in Africa
57
20. Brain-computer Interface (BCI)
– provides a communication pathway between a person s brain waves and an
external device, such as a cursor on a screen
– BCIs apps:
– Games
– enable people who are paralysed to control robots
58
Cognitive Aspects - I
Week 4
Lecture Notes
1
These slides may be better for
self study.
2
Data Gathering & Data Analysis
Ch 8, 9, 10, 11
Lecture Notes
3
Establishing Requirements
4
What is a requirement?
– A statement about an intended product that specifies what it should do or how to do it
– E.g, ”a specific button must enable printing of the contents of the current screen”
5
What is a requirement?
What needs to be achieved?
– Understand as much as possible about users, task, context
– Produce a stable set of requirements
6
Why requirements are important?
9
Dreyfus model of skill acquisition (1986):
10
Dreyfus model of skill acquisition (1986):
11
Who are the stakeholders?
– anyone involved, affected, or influenced by what you are designing.
12
Functional requirements …
Describe what a system must do (its functionality)
Include:
– Descriptions of the processing that system will be required to carry out
– interfaces with users and other systems (Details of inputs and outputs)
– what the system must hold data about
“A system must send an email whenever a certain condition is met (e.g. an order is
placed, a customer signs up, etc).”
13
… functional requirements; use case diagrams
Include:
– Performance criteria such as desired response times for updating data or retrieving data
from the system
– Ability of the system to cope with a high level of simultaneous access by many users
– Availability of the system with minimum of downtime
– Time taken to recover from a system failure
– Anticipated volumes of data in terms of transaction throughput
– Security considerations such as resistance to attacks, ability to detect attack
– Usability and user experience goals
“Emails should be sent with a latency of no greater than 12 hours from such an activity.”
15
Data Gathering
16
Data gathering methods
17
Interviews
– Interviews can be thought of as a “conversation with a purpose”.
– How like an ordinary conversation the interview can be depends on the type of
interview method used.
18
Unstructured Structured Semi - structured
– some general topics, – predetermined – combinations of
but no predetermined questions for each user structured and
specific questions unstructured interviews
– questions need to be
– to gather rich data short and clearly – has a basic script for
about users’ worded guidance
experiences
– useful when the goals – starts with preplanned
– have a plan of the are clearly understood questions and then
main topics to be
probes the user
covered
19
Focus group!
– It’s a group interview
20
Running the interview
– Introduction – introduce yourself, explain the goals of the interview, reassure
about the ethical issues, ask to record, present the informed consent form.
– A cool-off period – include a few easy questions to defuse tension at the end
– Debriefing – thank interviewee, signal the end, e.g. switch recorder off.
21
Questionnaires
Aims to obtain the views of a large number of people in a way that can be analyzed
statistically
Includes:
– postal, web-based and email questionnaires
– open-ended and closed questions
– gathering opinion as well as facts
22
Questionnaire design (e.g. Google tools)
– The impact of a question can be influenced by question order (may use balanced order)
– You may need different versions of the questionnaire for different populations
– Strike a balance between using white space and keeping the questionnaire compact
23
Question and response format
Closed questions Open questions
– ‘Yes’ and ‘No’ checkboxes
– Checkboxes that offer many options
– Rating scales
– Likert scales (3, 5, 7 or more points)
24
Question and response format:
Likert Scale
A Likert scale is
a psychometric scale commonly
involved in research that
employs questionnaires. It is the
most widely used approach to scaling
responses in survey research, such
that the term (or more accurately
the Likert-type scale) is often used
interchangeably with rating scale,
although there are other types of
rating scales.
25
Web analytics
– A system of tools and techniques for optimizing web usage by:
– Measuring
– Collecting
– Analyzing
– Reporting web data
26
Web analytics
27
Web analytics
28
Web analytics
29
30
Why requirements are important?
31
Why requirements are important?
– Participants usually wants reassurance that the information provided will not be
used for other purposes, or in any context that would be detrimental to the
participant
33
Privacy
– Are you collecting data that may identify your participant?
– http://www.nsd.uib.no/personvernombud/en/notify/index.html
34
Data Analysis
35
Quantitative data
– It’s about testing or proving something with a large sample size.
– Questionnaires
36
Qualitative data
– It’s about discovering new things with a small sample size.
– Rich descriptions
37
38
Basic quantitative analysis
– Averages
– Mean: add up values and divide by number of data points
– Median: middle value of data when ranked
– Mode: figure that appears most often in the data
– Percentages
– Be careful not to mislead with numbers!
– Graphical representations give overview of data
10 4.5
Number of errors made
40
Tools to support data analysis
41
SWITCH POWERPOINT
Data Interpretation
43
Data interpretation
– Start soon after data gathering session
– Different approaches emphasize different elements e.g. class diagrams for object-
oriented systems, entity-relationship diagrams for data intensive systems
44
Task descriptions
– Scenarios
– an informal narrative story, simple, ‘natural’, personal, not generalisable
– Use cases
– assume interaction with a system
– assume detailed understanding of the interaction
45
Scenarios - to identify potential vacation options
The Thomson family enjoy outdoor activities and want to try their hand at sailing
this year. There are four family members: Sky (10 years old), Eamonn (15 years old),
Claire (35), and Will (40). One evening after dinner they decide to start exploring
the possibilities. They all gather around the travel organizer and enter their initial
set of requirements – a sailing trip for four novices in the Mediterranean. The
console is designed so that all members of the family can interact easily and
comfortably with it. The system's initial suggestion is a flotilla, where several crews
(with various levels of experience) sail together on separate boats. Sky and Eamonn
aren’t very happy at the idea of going on vacation with a group of other people,
even though the Thomsons would have their own boat. The travel organizer shows
them descriptions of flotillas from other children their ages and they are all very
positive, so eventually, everyone agrees to explore flotilla opportunities. Will
confirms this recommendation and asks for detailed options. As it’s getting late, he
asks for the details to be saved so everyone can consider them tomorrow. The
travel organizer emails them a summary of the different options available.
46
Persona
– answer the question, “Who are we designing for?”, “What are we designing for?”
47
48
Steps to creating persona
1. Collect the information about your users
2. Identify behavioral patterns from research data
3. Create personas and prioritize them
4. Find scenario(s) of interaction and create persona documentation
5. Share your findings and obtain acceptance from the team
49
Questions to ask during
persona development
50
Persona types - primary persona
– attract the most of the attention during the development process.
– have attributes which are shared by a big part of the target groups (main target).
51
Persona types - secondary persona
– relevant for specific requirements which would not fit into the profile of Primary
Personas.
– other users who are mostly satisfied with the product, but have some additional
requirements.
52
Use case
– written description of how users will perform tasks on your system
– beginning with a user's goal and ending when that goal is fulfilled.
53
Elements of use case
– Actor
– Stakeholder
– Primary Actor
– Preconditions
– Triggers
– Main success scenarios
– Alterntive paths
54
Use case for travel organizer
– The system displays options for investigating visa and vaccination requirements.
– The user chooses the option to find out about visa requirements.
– The system prompts user for the name of the destination country.
– The user enters the country s name.
– The system checks that the country is valid.
– The system prompts the user for her nationality.
– The user enters her nationality.
– The system checks the visa requirements of the entered country for a passport
holder of her nationality.
– The system displays the visa requirements.
– The system displays the option to print out the visa requirements.
– The user chooses to print the requirements.
55
Alternative courses for travel organizer
Some alternative courses:
6. If the country name is invalid:
6.1 The system displays an error message.
6.2 The system returns to step 3.
8. If the nationality is invalid:
8.1 The system displays an error message.
8.2 The system returns to step 6.
9. If no information about visa requirements is found:
9.1 The system displays a suitable message.
9.2 The system returns to step 1.
56
Example use case diagram for travel organizer
57
Empirical Methods (Cognitive aspects I)
Ch 8, 9, 10, 11
benchmark TUI
cond. cond.
https://en.wikipedia.org/wiki/Abacus
--1980 1981 --
Evaluation: Goals of
and Types of Evaluation
Evaluation Procedure
……
C. Fuglesang
Some empirical methods for
Mobile UIs
NASA TLX M. Carlsen
Eye Tracking
PAD (pleasure-arousal-dominance)
AttrakDiff (hedonic/pragmatic)
Example: UbiSwarm
Source: https://www.interaction-design.org/literature/topics/usability
ISO 9241-11. Ergonomic requirements for office work with visual display terminals (VDTs) –
Part 11: Guidance on usability (1998).
Aims to evaluate:
new existing (benchmark)
• Cognitive Walkthrough
• Usability Heuristic
• Review-based evaluation
• Others
Review-based:
Results from the literature used to support or
refute parts of design.
Care needed to ensure results are transferable
to new design.
Model-based evaluation
Cognitive models used to filter design options
e.g. GOMS prediction of user performance.
Advantages:
specialist equipment available
uninterrupted environment
Repeated measurement
Disadvantages:
lack of context
difficult to observe several users cooperating
Appropriate
if system location is dangerous or impractical
Requires an artefact:
simulation, prototype, full implementation
•Usability lab:
facilitator (1) participant
(2)
•camera (3
• microphone (4
mobile phone (5)
one-way mirror (6)
This paper was done as. proje technicians 1-3 (7-9)
https://scholar.google.com/scholar?hl=sv&as_sdt=0%2C5&q=Exploring+potential+usability+gaps+when+switching+mobile+phones%3A+an+empirical+study&btnG=
Fallas Yamashita, A., Barendregt, W., Fjeld, M. (2007). Exploring potential usability gaps when switching mobile phones:
An empirical study. The 21st BCS HCI Group conference, pp.109-116.
https://pdfs.semanticscholar.org/2333/8340dceabed330ca87b924b106bbe179a764.pdf.
Subjects
who – representative, sufficient sample
Variables
things to modify and measure
Hypothesis
what you’d like to show
Experimental design
how you are going to do it
prediction of outcome
framed in terms of IV and DV
null hypothesis:
states no difference between conditions
aim is to disprove this
within-groups design
This type of experimental design is when
one set of participants are tested more
than once and their scores are compared.
Textbook, pp. 49-52 and 76
between-groups design
An experiment that has two or more groups of
subjects each being tested by a different testing
factor simultaneously
Textbook, pp. 49-52
Type of data
discrete - finite number of values
continuous - any value
parametric
assume normal distribution
robust
powerful
non-parametric
do not assume normal distribution
less powerful
more reliable
contingency table
classify data by discrete attributes
count number of data items in each group
Morten Fjeld, t2i Lab, CSE, Chalmers 30/63
Analysis of data (cont.)
Advantages
simplicity - requires little expertise
can provide useful insight
can show how system is actually used
Disadvantages
subjective
selective
act of describing may alter task performance
Problems with:
subject groups
choice of task
data gathering
analysis
Additional advantages
less constrained and easier to use
user is encouraged to criticize system
clarification possible
Source: https://dl.acm.org/citation.cfm?doid=2671015.2671016
Morten Fjeld, t2i Lab, CSE, Chalmers 35/63
Interviews
analyst questions user on one-to -one basis
usually based on prepared questions
informal, subjective and relatively cheap
Advantages
can be varied to suit context
issues can be explored more fully
can elicit user views and identify unanticipated
problems
Disadvantages
very subjective
time consuming
Advantages
quick and reaches large user group
can be analyzed more rigorously
Disadvantages
less flexible
less probing
Styles of question
general
open-ended
scalar
multi-choice
ranked
Advantages:
natural environment
context retained (though observation may alter it)
longitudinal studies possible
Disadvantages:
distractions
noise
Appropriate
where context is crucial for longitudinal studies
• Mental Demand
• Physical Demand
• Temporal Demand
• Performance
• Frustration
• Effort
• But, is all equally important?
C. Fuglesang
Prof. KTH
C. Fuglesang
Prof. KTH
https://sv.wikipedia.org/wiki/Christer_Fuglesang
Morten Fjeld, t2i Lab, CSE, Chalmers 44/63
NASA-TLX
https://www.tobii.com
https://www.tobii.com
https://en.wikipedia.org/wiki/Tobii_Technology
Morten Fjeld, t2i Lab, CSE, Chalmers 47/63
Eye tracking: SmartEye (Gbg)
• ”Local tech”:
http://www.smarteye.se/
http://www.noldus.com/
Measurements include:
heart activity, including blood pressure, volume & pulse
activity of sweat glands: Galvanic Skin Response (GSR)
electrical activity in muscle: electromyogram (EMG)
electrical activity in brain: electroencephalogram (EEG)
Pleasure-Arousal-Dominance (PAD)
Source: http://www.springerlink.com/content/g071r4n59240u537/fulltext.pdf
Marc Hassenzahl. 2004. The Interplay of Beauty, Goodness, and Usability in Interactive
Products. Human Computer Interaction 19, 4 (Dec. 2004), 319–349.
https://doi.org/10.1207/s15327051hci1904_2
hedonic quality
• the aspects of a user
interface that appeal to a
person's desire of
pleasure and avoidance of
boredom and discomfort.
• the aspects that are fun,
original, interesting,
engaging, and cool
• a positive subjective
experience
Tool: http://attrakdiff.de/index-en.html#nutzen
Source: http://www.mdpi.com/2075-1702/3/4/317/htm
Paper: https://dl.acm.org/citation.cfm?doid=3139486.3130931
Video: https://www.youtube.com/watch?v=oT7theBRBzI&feature=youtu.be
Paper: https://dl.acm.org/citation.cfm?doid=3139486.3130931
Video: https://www.youtube.com/watch?v=oT7theBRBzI&feature=youtu.be
Paper: https://dl.acm.org/citation.cfm?doid=3139486.3130931
Video: https://www.youtube.com/watch?v=oT7theBRBzI&feature=youtu.be
Paper: https://dl.acm.org/citation.cfm?doid=3139486.3130931
Video: https://www.youtube.com/watch?v=oT7theBRBzI&feature=youtu.be
Paper: https://dl.acm.org/citation.cfm?doid=3139486.3130931
Video: https://www.youtube.com/watch?v=oT7theBRBzI&feature=youtu.be
1
Outline
– What is a prototype?
– Why prototype?
– Fidelities of prototyping
– Low fidelity
– High fidelity
– Prototyping Tools
– Page scanning patterns; eye tracking
– Design trends
– Physical prototyping
– Prototyping wearable devices (research example A)
3
Four basic activities in interaction design
4
5
The image part with relationship ID rId3 was not found in the file.
6
What is a prototype?
A prototype is an early sample or mock-up of the product you wish to build.
It’s a quick model explaining the actual plans for the final product.
7
What is a prototype?
…more specifically: In interaction design it can be
– a series of screen sketches
– a storyboard
– a powerpoint slide show
– a video
– a cardboard mock-up
– a piece of software with limited functionality
8
What is a prototype?
Valuable for requirements elicitation because users can experiment with the
system and point out its strengths and weaknesses.
9
Why prototype?
– You can test out ideas for yourself
– It encourages reflection
If you give them something that they get to use, they know what they don’t want (by Steve Jobs)
10
Why prototype?
– To better understand how users will interact with your final artifact.
11
Do
– When creating interactive high-fidelity prototypes and simulations,
build in realistic delays
12
Don’t
– Don’t prototype features or functionality that cannot be implemented.
– Don’t begin prototype review sessions without clear guidelines for feedback.
13
Don’t
– Don’t be a perfectionist.
– Don’t prototype everything. Most of the time, you shouldn’t have to.
14
Fidelities of prototyping
– Fidelity of a prototype denotes the prototype’s resemblance to a finished system
15
Fidelities of Prototyping
16
Low-fidelity prototyping
– It’s often paper-based and do not allow user
interactions.
17
Low-fidelity prototyping
– Storyboards
– Sketching
– Card-based (paper) prototypes
– Whiteboards
– Flip charts
– Post-it notes
– Index cards
– Wizard-of-Oz
– Design tool
https://www.simpleusability.com/inspiration/2018/08/wizard-of-oz-testing-a-method-of-testing-a-system-that-does-not-yet-exist/
18
Storyboards
– Often used with scenarios, bringing
more detail, and a chance to role play
20
Storyboards
3. Translate each step into a frame
21
Wireframing
22
Paper prototyping
– It allows you to prototype a digital product interface without using digital
software.
23
‘Wizard-of-Oz’ prototyping
– The user thinks they are interacting with a computer, but a developer is
responding to output rather than the system.
User
>Blurb blurb
>Do this
>Why?
24
High-fidelity prototyping
– It is computer-based, and usually allow realistic user interactions.
25
High-fidelity prototyping
Visual design: Realistic and detailed design.
26
High-fidelity prototyping
– It represents the core functionality of the products user
interface.
– It is interactive systems.
– Users can
enter data in entry fields,
respond to messages,
select icon to open windows
interact with user interface
27
28
Low-fidelity prototyping – pros vs. cons
Advantages
– Lower development cost
– Evaluates multiple design concepts
– Useful communication device
– Addresses screen layout issues
– Proof of concept
Disadvantages
– Limited error checking
– Poor detailed specification to code to
– Facilitator driven
– Limited utility after requirements established
– Limited usefulness for usability tests
– Navigational and flow limitations
29
High-fidelity prototyping – pros vs. cons
Advantages
– Complete functionality
– Fully interactive
– User driven
– Use for exploration and test
– Look and feel of final product
– Serves as a living specification
Disadvantages
– More resource-intensive to develop
– Time-consuming to create
– Inefficient for proof-of-concept design
– Not effective for requirement gathering
30
Sketch => Wireframe => Lo-fi Prototype => Hi-fi Mockup => Hi-fi Prototype (Rapid) => Code
31
Tools & Techniques
32
http://prototypingtools.co/
33
Balsamiq mockup
34
https://balsamiq.com
Axure
35
http://www.axure.com/
Design Better Pages and Layouts
36
Page scanning patterns; eye tracking
37
Page scanning patterns; eye tracking in VR
https://www.tobiipro.com/fields-of-use/immersive-vr-research/
38
Page scanning patterns - F-Pattern
ACM Eye Tracking conference:
https://etra.acm.org/2020/
39
Page scanning patterns - F-Pattern
https://mymodernmet.com/regional-musical-preferences-heat-map/
40
Scanning patterns
https://www.youtube.com/watch?v=SQxrsUXqKCM.
41
Page scanning patterns - Z-Pattern
42
Design Trends
43
Flat UI
44
Material UI
45
Flat vs. material design
46
Physical prototyping
47
Physical prototyping
• Low-fidelity:
• artists renditions with many details missing
• High-fidelity:
• prototypes look like the final product
Jonasson, P. A., Fjeld, M., Fallas Yamashita, A. (2007): Expert Habits vs. UI Improvements: Re-Design of a Room
Booking System. The 21st BCS HCI Group conference, pp. 51-54.
http://www.t2i.se/pub/papers/paper_300.pdf
53 05.10.21
05.10.21 53
Prototyping Wearable Devices
Rocsole Inc. Flow Watch
54 05.10.21
05.10.21 54
Prototyping Wearable Devices
05.10.21 55/12
Design & Prototyping
Lecture Notes
1
Outline
– What is a prototype?
– Why prototype?
– Fidelities of prototyping
– Low fidelity
– High fidelity
– Prototyping Tools
– Page scanning patterns; eye tracking
– Design trends
– Physical prototyping
– Prototyping wearable devices (research example A)
3
Four basic activities in interaction design
4
5
The image part with relationship ID rId3 was not found in the file.
6
What is a prototype?
A prototype is an early sample or mock-up of the product you wish to build.
It’s a quick model explaining the actual plans for the final product.
7
What is a prototype?
…more specifically: In interaction design it can be
– a series of screen sketches
– a storyboard
– a powerpoint slide show
– a video
– a cardboard mock-up
– a piece of software with limited functionality
8
What is a prototype?
Valuable for requirements elicitation because users can experiment with the
system and point out its strengths and weaknesses.
9
Why prototype?
– You can test out ideas for yourself
– It encourages reflection
If you give them something that they get to use, they know what they don’t want (by Steve Jobs)
10
Why prototype?
– To better understand how users will interact with your final artifact.
11
Do
– When creating interactive high-fidelity prototypes and simulations,
build in realistic delays
12
Don’t
– Don’t prototype features or functionality that cannot be implemented.
– Don’t begin prototype review sessions without clear guidelines for feedback.
13
Don’t
– Don’t be a perfectionist.
– Don’t prototype everything. Most of the time, you shouldn’t have to.
14
Fidelities of prototyping
– Fidelity of a prototype denotes the prototype’s resemblance to a finished system
15
Fidelities of Prototyping
16
Low-fidelity prototyping
– It’s often paper-based and do not allow user
interactions.
17
Low-fidelity prototyping
– Storyboards
– Sketching
– Card-based (paper) prototypes
– Whiteboards
– Flip charts
– Post-it notes
– Index cards
– Wizard-of-Oz
– Design tool
https://www.simpleusability.com/inspiration/2018/08/wizard-of-oz-testing-a-method-of-testing-a-system-that-does-not-yet-exist/
18
Storyboards
– Often used with scenarios, bringing
more detail, and a chance to role play
20
Storyboards
3. Translate each step into a frame
21
Wireframing
22
Paper prototyping
– It allows you to prototype a digital product interface without using digital
software.
23
‘Wizard-of-Oz’ prototyping
– The user thinks they are interacting with a computer, but a developer is
responding to output rather than the system.
User
>Blurb blurb
>Do this
>Why?
24
High-fidelity prototyping
– It is computer-based, and usually allow realistic user interactions.
25
High-fidelity prototyping
Visual design: Realistic and detailed design.
26
High-fidelity prototyping
– It represents the core functionality of the products user
interface.
– It is interactive systems.
– Users can
enter data in entry fields,
respond to messages,
select icon to open windows
interact with user interface
27
28
Low-fidelity prototyping – pros vs. cons
Advantages
– Lower development cost
– Evaluates multiple design concepts
– Useful communication device
– Addresses screen layout issues
– Proof of concept
Disadvantages
– Limited error checking
– Poor detailed specification to code to
– Facilitator driven
– Limited utility after requirements established
– Limited usefulness for usability tests
– Navigational and flow limitations
29
High-fidelity prototyping – pros vs. cons
Advantages
– Complete functionality
– Fully interactive
– User driven
– Use for exploration and test
– Look and feel of final product
– Serves as a living specification
Disadvantages
– More resource-intensive to develop
– Time-consuming to create
– Inefficient for proof-of-concept design
– Not effective for requirement gathering
30
Sketch => Wireframe => Lo-fi Prototype => Hi-fi Mockup => Hi-fi Prototype (Rapid) => Code
31
Tools & Techniques
32
http://prototypingtools.co/
33
Balsamiq mockup
34
https://balsamiq.com
Axure
35
http://www.axure.com/
Design Better Pages and Layouts
36
Page scanning patterns; eye tracking
37
Page scanning patterns; eye tracking in VR
https://www.tobiipro.com/fields-of-use/immersive-vr-research/
38
Page scanning patterns - F-Pattern
ACM Eye Tracking conference:
https://etra.acm.org/2020/
39
Page scanning patterns - F-Pattern
https://mymodernmet.com/regional-musical-preferences-heat-map/
40
Scanning patterns
https://www.youtube.com/watch?v=SQxrsUXqKCM.
41
Page scanning patterns - Z-Pattern
42
Design Trends
43
Flat UI
44
Material UI
45
Flat vs. material design
46
Physical prototyping
47
Physical prototyping
• Low-fidelity:
• artists renditions with many details missing
• High-fidelity:
• prototypes look like the final product
Jonasson, P. A., Fjeld, M., Fallas Yamashita, A. (2007): Expert Habits vs. UI Improvements: Re-Design of a Room
Booking System. The 21st BCS HCI Group conference, pp. 51-54.
http://www.t2i.se/pub/papers/paper_300.pdf
53 05.10.21
05.10.21 53
Prototyping Wearable Devices
Rocsole Inc. Flow Watch
54 05.10.21
05.10.21 54
Prototyping Wearable Devices
05.10.21 55/12
Evaluation: From Framework to Measurables
Offering UI at Horizontal or
Vertical Surface?
Why is it important?
….
MT is the average time to complete the
movement.
a and b are constants that depend on the choice
of input device and are usually determined
empirically by regression analysis.
ID is the index of difficulty
Images from:
Direct-Touch vs. Mouse Input for Tabletop Displays
(”gorilla-arm effect”)
Paper: https://phys.org/news/2017-05-gorilla-arm-fatigue-mid-air-usage.html
(”gorilla-arm effect”)
Mini exercise:
Watch the video, understand
Consumed Endurance (CE)
Paper: http://hci.cs.umanitoba.ca/projects-and-research/details/ce
https://en.wikipedia.org/wiki/Sifteo_Cubes
Mini exercise:
How smart is touch sensing on your mobile device?
Position
Control
Rate
Control
Acceler.
Control
Video: https://www.youtube.com/watch?v=k9PCdodYSAA
From paper: http://t2i.se/wp-content/uploads/2014/11/IJHCI_25_7.pdf
and http://t2i.se/wp-content/uploads/2012/11/nchi08_pid05_id1.pdf
Video: https://www.youtube.com/watch?v=k9PCdodYSAA
From paper: http://t2i.se/wp-content/uploads/2014/11/IJHCI_25_7.pdf
and http://t2i.se/wp-content/uploads/2012/11/nchi08_pid05_id1.pdf
Models of reach
Fjeld M., Bichsel M., Rauterberg M. (1998) BUILD-IT: An intuitive design tool based on direct object manipulation. In: Wachsmuth I., Fröhlich
M. (eds) Gesture and Sign Language in Human-Computer Interaction. GW 1997. Lecture Notes in Computer Science, vol 1371. Springer,
Berlin, Heidelberg. https://doi.org/10.1007/BFb0053008
Morten Fjeld, InofMedia, UiB Introduction to Human-Computer Interaction 30/76
Improving Reach at Interactive Tabletops
Part of a MSc-thesis,
Tohoku (JP), 2018
Models of reach
Models of reach
Pleasure-Arousal-Dominance (PAD)
Pleasure-Arousal-Dominance (PAD)
Pleasure-Arousal-Dominance (PAD)
The Arousal-Nonarousal Scale measures how
energized or soporific one feels. It is not the
intensity of the emotion -- for grief and
depression can be low arousal intense
feelings. While both anger and rage are
unpleasant emotions, rage has a higher
intensity or a higher arousal state. However
boredom, which is also an unpleasant state,
has a low arousal value.[1]
Pleasure-Arousal-Dominance (PAD)
• Arduino board
• IR distance sensor (GP2D12 or GP2D120X or GP2Y0A21)
• LED/ LDR
• Fade with PWM
• Piezo speaker (knock detection)
• Switch / push button
• RF communication
• Play notes w. speakers
• Processing langage / PureData
• Max/MSP
Research Question
Experimental Design
Results, mainly subjective results
Re-design
Video of re-designed System
Future Work
Summary
AC BSM
Mental demands
and frustration
were higher
for AC than BSM
Physical demands
were lower
for AC than BSM
Learnabiliy
was highest
Efficency
was lowest
Almgren, Joakim, et al. "Tangible User Interface for Chemistry Education: Visualization; Portability; and
Database." SIGRAD 2005 The Annual SIGRAD Conference Special Theme-Mobile Graphics. No. 016.
Linköping University Electronic Press, 2005.
http://www.theivac.org/content/pie-stakeholder-advisory-group
A. Alavi, A. Kunz, M. Sugimoto, M. Fjeld (in press): Dual Mode IR Position and State Transfer
for Tangible Tabletops. Proc. ACM ITS2011, Kobe, Japan, 2 pages.
Video: https://www.youtube.com/watch?v=kiKQ4XqtG28.
Morten Fjeld, InofMedia, UiB Introduction to Human-Computer Interaction 62/76
Morten Fjeld, InofMedia, UiB Introduction to Human-Computer Interaction 63/76
June 2011: SONY visits t2i Lab
http://www.futurelab.sony.net/T/
Morten Fjeld, InofMedia, UiB Introduction to Human-Computer Interaction 67/76
Tangible Tabletops: Microsoft Dial
https://www.youtube.com/watch?v=XBBF4X-frOU&feature=youtu.be&t=25
Morten Fjeld, InofMedia, UiB Introduction to Human-Computer Interaction 68/76
ITS '15: Proceedings of the International Conference on Interactive Tabletops and Surfaces
ACM, 15-18th November 2015, Copenhagen, Denmark
Alexandru Dancu1
Simon Eliasson1
Velko Vechev1
Jean-Elie Barjonet1
Ayca Unluer2,1
Joe Marshall3
Simon Nilson1
introduction
Bike VS. Car Production
[Bloomberg, 2010]
World Bicycle Production Efficient, sustainable transportation
3
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
related work
Automotive Head-up Displays
Navdy HUD
youtube.com/watch?v=pKL4PJICS40
Jaguar HUD
youtube.com/watch?v=FeK9IkSD_nI
4
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
related work
Bike Signaling Systems
5
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
related work
Phones on Handlebars
6
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
7
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Bicycle gestures...
http://triathlon.competitor.com/2013/06/training/cycling-hand-signals_78701
8
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
contents
10
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
11
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
12
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
13
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=12,
average age 28
(s.d. 7.9)
within subjects
14
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=12,
average age 28
(s.d. 7.9)
within subjects
15
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Experiment 1
Video
https://youtu.be/kzCl3MNZkqw
16
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=12, average age 28 (s.d. 7.9)
within subjects
17
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=12, average age 28 (s.d. 7.9)
within subjects
only performance
was significant (p <0.04)
18
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
HUD 68.3 (s.d. 7.8) and for the projector was 69.5 (s.d. 7.6)
Participants
N=12, average age 28 (s.d. 7.9)
within subjects
Likert scale 1 to 5
19
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=12,
average age 28 (s.d. 7.9)
within subjects
20
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
21
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
22
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Experiment 2
Video
https://youtu.be/kzCl3MNZkqw
23
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=8 average age 28.7 (s.d. 3.0)
within subjects
only performance was significant
24
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Gestures 73.7 (s.d. 6.4) and for the Signal Pod was 67.8 (s.d. 6.1)
Participants
N=8, average age 28.7 (s.d. 3.0)
within subjects
25
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=8,
average age 28.7 (s.d. 3.0)
within subjects
26
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Turn Signalling
27
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Experiment 2B
Video
https://youtu.be/kzCl3MNZkqw
28
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Online Survey
4-point scale
very easy,
fairly easy,
somewhat difficult,
very difficult
Participants
N=40,
avg. age 32.8, (s.d 9.8)
from Europe
and North America.
29
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Online Survey
4-point scale
very easy,
fairly easy,
somewhat difficult,
very difficult
Participants
N=40,
avg. age 32.8, (s.d 9.8)
from Europe
and North America.
30
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participants
N=40,
avg. age 32.8, (s.d 9.8)
from Europe and North America.
31
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
Participant Comments
32
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
conclusion
Projection vs. Mobile Phone
Smart Flashlight
[2014]
33
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
conclusion
Projection vs. Head-up Display
Gesture Bike
[2015]
34
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
conclusion
35
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
conclusion
application
Copenhagen Bike
bycyklen.dk
37
Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling @ ITS’15
application
Nissan
Oct 27, 2015
[https://youtu.be/h-TLo86K7Ck]
38
Thank you for your attention
39
Acknowledgments t2i.se
More details on
alexandrudancu.com/gesture-bike
40
Recommender Systems &
Machine Learning
Mehdi Elahi
Associate Professor
University of Bergen (UiB)
?
@mehdielaahi @mehdielaahi
About Me: Education
¤ About Me
¤ Part 1
¤ Decision Making
¤ Recommender Systems
¤ Part 2
¤ Open Discussion
Outline
¤ About Me
¤ Part 1
¤ Decision Making
¤ Recommender Systems
¤ Examples of ideas!
¤ Part 2
¤ Open Discussion
Decisions
Choice A
Choice B
John
Choice C
Jameson, A., Willemsen, M. C., Felfernig, A., de Gemmis, M., Lops, P., Semeraro, G., & Chen, L. (2015).
Human decision making and recommender systems. In Recommender Systems Handbook (pp. 611-648). Springer, Boston, MA.
Decision Making
Jameson, A., Willemsen, M. C., Felfernig, A., de Gemmis, M., Lops, P., Semeraro, G., & Chen, L. (2015).
Human decision making and recommender systems. In Recommender Systems Handbook (pp. 611-648). Springer, Boston, MA.
Decision Making
Choice A
Choice B
Choice C
Jameson, A., Willemsen, M. C., Felfernig, A., de Gemmis, M., Lops, P., Semeraro, G., & Chen, L. (2015).
Human decision making and recommender systems. In Recommender Systems Handbook (pp. 611-648). Springer, Boston, MA.
Recommender Systems
¤ Tools that support decision making process
¤ They can learn the user preferences and suggest
products that can be interesting for them.
Recommender Systems
¤ Examples:
Jam Experiment
User Benefits
¤ Recommender Systems can tackle choice overload
¤ Example: Amazon with 500 Million options!!
Variety of Choices
os
de
Vi
Purch
ases
Tweets
Velocity of Choices
Only 1 minute?!
What about 1 hour, or 1 day?!
Benefits: Business
Benefits: Business
boost!
Benefits: Business
Jameson, A., Willemsen, M. C., Felfernig, A., de Gemmis, M., Lops, P., Semeraro, G., & Chen, L. (2015).
Human decision making and recommender systems. In Recommender Systems Handbook (pp. 611-648). Springer, Boston, MA.
Recommender Systems: Data
Data Model
AI Algorithms
learns
User Preferences
AI
CSICC 2021
AI Algorithms
AI
generates
Recommendations
CSICC 2021
AI Algorithms
learns
User Preferences
AI
generates
Recommendations
CSICC 2021
AI Algorithms
learns
User Preferences
AI
generates
Recommendations
CSICC 2021
Data
Items
5 ? 5 ? 2
? 2 ? 1 ?
Users ? 5 ? ? 3 Known rating
3 ? 4 ? 1
? ? ? ? ? Unknown rating
Items
1 ? 1 ? 1
? 1 ? 1 ?
Users ? 1 ? ? 1 Known action
1 ? 1 ? 1
? ? ? ? ? Unknown action
Marko Tkalčič, Giovanni Semeraro, Marco de Gemmis, Personality and Emotions in Decision Making and Recommender Systems, DMRS2014
User Personality Data
¤ Personality correlates with people’s preferences
User Personality Data
Marko Tkalčič, Giovanni Semeraro, Marco de Gemmis, Personality and Emotions in Decision Making and Recommender Systems, DMRS2014
User Personality Data
Demo: IBM Watson
Marko Tkalčič, Giovanni Semeraro, Marco de Gemmis, Personality and Emotions in Decision Making and Recommender Systems, DMRS2014
Emotions
Marko Tkalčič, Giovanni Semeraro, Marco de Gemmis, Personality and Emotions in Decision Making and Recommender Systems, DMRS2014
Emotions
Emotions
Emotions
Prediction
46
Emotions
How people think they look like. How they actually look like.
Heart Rate
?
48
Emotions
Friend Recommendation
Lifelogging
50
Friend Recommendation
Recommendation
51
Friend Recommendation
Lifelogging
AI
Recommendation
52
Item Data
¤High level
¤ Item description, category, tags, …
Van Sijll, J. (2005). Cinematic storytelling: The 100 most powerful film conventions every filmmaker must know. Studio City, CA:
Michael Wiese Productions.
Colors
Nightfall (2016)
Van Sijll, J. (2005). Cinematic storytelling: The 100 most powerful film conventions every filmmaker must know. Studio City, CA:
Michael Wiese Productions.
Methodology
video
video
video
1. Video Segmentation
2. Key-Frame Detection
frame frame frame frame frame frame
3. Feature Extraction
4. Feature Aggregation
5. Recommendation
key-frame1 key-frame2
visual visual
features features
Data Model
Recommender Models
Recommender
System
Recommender Models
A. Personalization:
how personalization is performed when
recommending the items to users.
Personalized:
Non-personalized:
recommending different
recommending to all the
items to different users
users the same items
Recommender Models
A. Example
Non-personalized Personalized
Recommender Models
B. Hybridization:
whether the recommender algorithm is based
on a single or multiple heuristics
Single-heuristic: Combined-heuristic
are those models that hybridize single-heuristic
implement a single and models by combining
unique method. several methods.
Recommender Models
v Examples:
Collaborative Filtering
(CF)
Recommender Models
v Examples:
Content-based
(CB)
Recommender Systems: Interface
Data Interface
Model
User Interaction
Item Score
1 151
2 44
3 7
4 1
5 42
6 34
7 9
System computes the
8 55
scores according to a
9 20 strategy
… …
N 12
Active Learning
Top 10 Score
items
1 151
8 55
43 54
11 50
2 44
Rated
items
1
2
5
The items that are
rated are added to
the train set
75
13
Interface
Interface
2
Why?
3
All these items are predicted 4
to be “liked” by user
Interface
Interface
80
South Tyrol Suggests (STS)
South Tyrol Suggests (STS)
¤ 27,000 attractions!
South Tyrol Suggests (STS)
Openness
Agreeableness Extraversion
Personality Traits
Conscientious-
Neuroticism ness
South Tyrol Suggests (STS)
87
ChefPad
ChefPad
ChefPad
ChefPad
ChefPad
ChefPad
Recommendation and
critiquing
Idea: Smart University Finder!
94
Idea: Smart University Finder!
@mehdielaahi @mehdielaahi
• My professional background
• Professor of Informatics, Interactive
Systems at HVL
• HCI, User Experience (UX), Innovation
• PhD 2004 Usability in Collaborative
Virtual Environments
• Mixed Reality Environments
Agenda
• New interfaces: Interaction with new technologies (Chap 7)
• Virtual Reality, and Augmented Reality
• Origins
• Examples
• Important properties
• Interaction
• Immersiveness
• Presence
• Realism
• Why should we study VR (AR, MR, Serious Games)?
Interfaces Basics (for developing and evaluating)
• Command
• Graphical • Similarities
• Multimedia Conceptual models
• Virtual reality (VR) Graphics
• Web Interface metaphors
• Mobile Interaction styles
• Appliance DM direct manipulation
• Voice WIMP (Windows, Icons, Menus, Pointers)
• Pen
• Touch • Differences
• Gesture Common technologies while some others special complex
• Haptic
Expensive vs. affordable
• Multimodal
For ever one for special groups unique
• Shareable
Specialized tools vs everyday applications
• Tangible
• Augmented reality (AR)
• Wearables
• Robots and drones
• Brain computer
Some ea lie connec ion
Milgram, P. and Kishino, F., 1994. A taxonomy of mixed reality visual displays.
IEICE TRANSACTIONS on Information and Systems, 77(12), pp.1321-1329.
Why is important to know the differences?
Apply the learnings Please think about approaches
What is VR? how engineers need to
What is AR? • Design (and develop)
What is possible? • Plan using the interfaces
and what not • Interact with
• Usage contexts
• User properties
• Interaction
• Immersiveness
• Presence
Technology
• Realism Interface
Human
Interaction
• Navigation
Weise, Matthias, Zender, Raphael and Lucke, Ulrike. "How Can I Grab That?: Solving Issues of Interaction in VR by
Choosing Suitable Selection and Manipulation Techniques" i-com, vol. 19, no. 2, 2020, pp. 67-85.
Orientation
Ex:
for Magic Leap
Simulating the
sensation of movement
17 (26)
Realism (Discuss when is important and when not)
I had an example from VR for firefighters)
• VR for skills training: • VR for comman training (the film
is only about the training
places)
https://www.youtube.com/watch
https://www.youtube.com/watch ?v=EURrFZqg9Sc&t=2s
?v=FpDeILcupBM
Realism: What is it?
Morpeus explains
https://www.youtube.com/watch?v=t-Nz6us7DUA&t=1s
Use?
Users?
Mobile VR/AR on the market
https://onix-systems.com/blog/top-10-applications-of-ar-and-vr-in-business
How to make VR?
1. https://learn.unity.com/course/create-with-vr?tab=overview
Some take away lessons
• At its best, virtual reality and augmented reality is
• one of the most immersive forms of technologies
• huge number of possibilities
• High user experiences
• Content
• Interaction
• Remembering
• At its worst, VR
• makes its users feel motion sick
• Is expensive
Questions?
[email protected]
References
Literature
Sharp, H., Preece, J., & Rogers, Y. (2019). Interaction Design: Beyond Human-Computer Interaction. Wiley. (Chap 7 for this lecture)
Other Reading
About VR Source: ArtMuseum.net. Multimedia: From Wagner to Virtual Reality.
Brooks, F.P., 1999. What's real about virtual reality?. IEEE Computer graphics and applications, 19(6), pp.16-27.
Costanza, E., Kunz, A. and Fjeld, M., 2009. Mixed reality: A survey. In Human machine interaction (pp. 47-68). Springer, Berlin, Heidelberg.
Milgram, P. and Kishino, F., 1994. A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), pp.1321-1329.
Heldal, I., 2004. The usability of collaborative virtual environments: Towards an evaluation framework (pp. 0187-0187). Chalmers University of Technology
Wijkmark, C.H., Metallinou, M.M. and Heldal, I., 2021. Remote Virtual Simulation for Incident Commanders Cognitive Aspects. Applied Sciences, 11(14), p.6434.
Video Sources
Don Norman s interactive book https://vimeo.com/18687931
Put that there (1979): MIT demonstrates the first speech and gesture interface: https://youtu.be/RyBEUyEtxQo
Mr Bean https://www.youtube.com/watch?v=psWfx1i6BlY
Learn:
https://learn.unity.com/course/create-with-vr?tab=overview
https://www.youtube.com/watch?v=1VC3ZOxn2Lo&t=642s
LIFELOGGING
Our journey from academic research into
innovation
Duc Tien Dang Nguyen
INFO162 - 2nd November 2021
Just call me
“Tien”
Associate professor at the Department
of Information Science and Media
Studies, University of Bergen.
Lifelogging
We have grown comfortable
searching online content….
6 (c) 2018
Depending on what you want to measure,
there is likely to be a device (or app).
7 (c) 2018
New forms of multimedia and multimodal data analytics tools means that we can
now begin to extract value from these archives… This is what I am interested in…
applying Information Retrieval tools to ‘deep life experience’ data.
8 (c) 2018
9
(c) 2018
Life Experience
Lifelog
10 (c) 2018
Using knowledge for
self-improvement Digitise as much as you can of
through life experience… for many
experimentation reasons (memory, health, etc.).
Biohacking
Lifelogging
Quantified
Self
12
The Idea
Through wearable and informational sensors, an
individual will be able to gather a detailed
multimodal personal lifelog that they can use for
many beneficial applications.
Personal Insights
Data-driven Health
Interventions
Functionality-replacement
(c) 2018
Enhanced Productivity
Enhanced Learning
(c) 2018
Augmented Society Citizen Data
Safety
(c) 2018
In reality, we can’t yet imagine many of the use-cases of lifelogs, but they could
become a permanent companion assisting the individual throughout life. Constantly
growing in size and value.
ELDERLY
ADULT
CHILD
16 (c) 2018
Lifelogging is an
application of Information
Data Processing User Experience Personal Data
Retrieval, but also
A variety of data, different Develop fixed and ubiquitous The ethics of how to use rich
timings, different accuracies, capture & access methods personal data & doing so in a integrates many more
needing different tools. for all stakeholders. privacy-aware manner. disciplines in order to
develop holistic solutions.
IC S A
I
AL ED
AC ER
N
IN T O MP AN
It is not cleanly defined
AN LTIM
TIO
YT
ER UT
C UM
IVA &
as a document retrieval
MU
CY
PR ICS
Y
PH task. There is not even a
H
RA
ET
G
NO standard for what a
HI
INF ETR
ET
lifelog document is.
R
OR IEV
MA AL
PE MP
CO
TIO
RV UT
Yet it holds promise to
AS ING
N
ME M
enhance the lives of all
IVE
MOEM
RY OR
Search & Retrieval who engage. Hence, it is
Scalable & efficient indexing
Anywhere, Anytime an application of IR for
Y
with contextual querying and
no defined unit of retrieval.
Use-cases need pervasive good purposes and we
access and contextual
querying.
are going to explore it
here.
17 (c) 2018
18 (c) 2018
The search engines
Flickr Public
APPs
Google
Bing
Google+ Social
IMDB
Facebook
Twitter Personal
LinkedIn
Youtube
Messengers Intimate
Slack
SkyScanner iTunes
SMS App Moves Self
StackOverFlow
Data Control Level
QS sms blogs website
Moves data Emails
Local Search SlideShare
phone photos
Partner InMail
Social Networks phone calls Quora
Family
members Skype messages
Search Engines Friends
LinkedIn
Relatives CV
FB posts
Colleagues Google photos
Acquaintances Imdb rates
Stranger
Amazon
Passer-by reviews
Generated
Data
Manual Event
Segmentation in the
Original Microsoft
Sensecam Browser
S. Hodges, L. Williams, E. Berry, S. Izadi, J. Srinivasan, A. Butler, G. Smyth, N Kapur, K. Wood, P. Dourish, A.
Friday. SenseCam: A Retrospective Memory Aid. UbiComp 2006
21 (c) 2018
AR. Doherty, AF. Smeaton, K. Lee, and DPW Ellis. Multimodal segmentation of
lifelog data. In Large Scale Semantic Access to Content (Text, Image, Video, and
Sound) (RIAO ’07), Paris, France, France, 21-38.
AR. Doherty, C. Gurrin, and AF. Smeaton. An investigation into event decay from
large personal media archives. In Proceedings of the 1st ACM international
workshop on Events in multimedia (EiMM '09). ACM, New York, NY, USA
22 (c) 2018
Events with colour coded minutes/novelty/activities
EyeAware Platform
23
(c) 2018
Life Abstraction
(objects, people, products)
P Kelly, AR Doherty, AF Smeaton, C Gurrin, N O'Connor. The colour of life: novel visualisations of population
lifestyles. ACM Multimedia 2010 pp:1063-1066
24 (c) 2018
Fully Automated
25 (c) 2018
A Doherty, K Pauly-Takacs, N Caprani, C Gurrin, C Moulin, N O'Connor and A.F. Smeaton. Experiences of aiding autobiographical
memory Using the SenseCam. Human–Computer Interaction, 27 (1-2). pp. 151-174. ISSN 0737-0024
26 (c) 2018
Epidemiological Studies
The Kidscam food/diet analytics system
supports population-wide analytics and has
been replicated in Beijing, China and in
Melbourne, Australia.
Food marketing - On average, children were
exposed to non-core food marketing 27.3 times
a day (95% CI 24.8, 30.1) across all settings
Alcohol - Children are exposed to alcohol
marketing on 85% of their visits to
supermarkets.
Zhou Q., Wang D., Mhurchu C.N., Gurrin C., Zhou J., Cheng Y. &
Signal, L. et al. Kids’Cam: An Objective Methodology to Study the
Wang H., The use of wearable cameras in assessing children's
World in Which Children Live. American Journal of Preventive
dietary intake and behaviours in China, Appetite (2019), doi: https://
Medicine , Volume 53 , Issue 3 , e89 - e95
doi.org/10.1016/j.appet.2019.03.032.
(c) 2018
Manual
Indexed Database
User in
te
ra
ct
API/Interface
Hard to find
A crowdsourced data set
of edited images online
t
en
r...
fer
dif
eve
RAISE
ry
ve
is
how
log
A Raw Images Dataset for
life
Digital Image Forensics
Heimdallr
A dataset for sport ...
analysis
on
king
wor
n
b ee
e
h av
e
W
Challenges
What to log?
Vision
Thought/Attention
Information Needs
Reading Content
Writing Content
Personal data
Media Consumption
is no longer
just our Speech Media Creation
facebook Hearing
Environmental Data
Locations Activities
A suite of
non-invasive
technology
to capture all
our
experiences
Loggerman: Privacy-
aware
HCI and information
logging
Reading Content
Z. Hinbarji, R. Albatal, N. O’Connor and C. Gurrin (2016) LoggerMan,
Writing Content a comprehensive logging and visualisation tool to capture computer
usage. In: 22st International Conference on MultiMedia Modelling
Device Interactions (MMM 2016), 4-6 Jan, 2016, Miami, FL
72 Heart Beats
12 GPS locations
2 images
450 keystrokes
And so on…
00:00 00:01 00:02 00:03 00:04 00:05 00:06 00:07 00:08 00:09 00:10 00:11
Process
Data Gathering
Individuals' lifelogs are gathered by
following the first two principles.
Dataset Publishing
We protect the data by follow
protectiveness principle, as well as
putting in place a data download
tracking mechanism.
Dataset Organising
Gathered data is cleaned by
removing user-identifiable data
(applying the anonymity principle)
and then organized hierarchically
with the basic units composed from
every minute.
Shared Lifelog
Lifelogger
Review & Clean
1. Researcher Review
and Clean Resize
Latitude: xxx
Home 2. Resize (for text)
Longitude: yyy 3. Anonymisation
Anonymisation - Application Level
Storage
Feature
Extraction
User Software
Analytics Engine
Semantic
Enrichment
Insight &
Query Engine
Professional
Analytics
Applications
Four components of the published dataset
Self-cleaning and
deletion of data
01 02
concept annotations. Manual
pressure. Weekly cholesterol
photos captured. Music
and uric acid measurements.
listening history.
MINUTE AS
THE UNIT OF
RETRIEVAL
● The provided dataset was used in the 2020 Lifelog Search Challenge,
which contains:
○ Image Dataset (38.49GB) of wearable camera images, fully redacted
in 1024 x 768 resolution, captured using OMG Autographer and
Narrative Clip devices.
○ Metadata for the collection (2.8MB), representing time, physical
activities, biometrics, locations, etc…
○ Visual Concepts (79.9MB) extracted from the non-redacted version of
the visual dataset.
I see Steve Wozniac on a wall of portraits. The wall was a brick wall
with a door and large heater.
I see Steve Wozniac on a wall of portraits. The wall was a brick wall
with a door and large heater. I was speaking to an audience before
seeing the photos.
I see Steve Wozniac on a wall of portraits. The wall was a brick wall
with a door and large heater. I was speaking to an audience before
seeing the photos. I left by driving back to work.
I see Steve Wozniac on a wall of portraits. The wall was a brick wall
with a door and large heater. I was speaking to an audience before
seeing the photos. I left by driving back to work. It was in 2015 in
March on a Wednesday.
A Leibetseder, B Muenzer, A Kletz, M Primus and K Schöffmann. liveXplore at the Lifelog Search Challenge
2018. The Lifelog Search Challenge 2018 at ACM ICMR 2018. (2nd highest performing system)
VIRET
J Lokoc, T Souček and G Kovalcik. Using an Interactive Video Retrieval Tool for LifeLog Data. The Lifelog
Search Challenge 2018 at ACM ICMR 2018. (3rd highest performing system)
UU/DCU
A Duane, C Gurrin & W Hürst. Virtual Reality Lifelog Explorer for the Lifelog Search Challenge at ACM
ICMR 2018. The Lifelog Search Challenge 2018 at ACM ICMR 2018. Top Performing System.
Video Retrieval 65
Many of the systems at LSC have previously participated in the VBS - Video
Browser Showdown competition at the MMM conference, which is currently
in its tenth year.
https://videobrowsershowdown.org/
Video Search has many similarities to Lifelog search and as such, participants
have a significant advantage if they have working video search systems.
Text Queries 66
Text queries are the standard method of information need input that users
are comfortable with.
Of course this means that the problem of the semantic gap is in evidence,
necessitating the provision of some form of interactive interface.
Initial Idea
Wearable assistive technology
that assists individuals to Hearing Speech
easily capture their
life experience into a Biometrics
searchable digital memory and
Insights Discovery Memory Support
access the memory to
assist in daily life.
Locations Activities
"Nice to have"
Who
- Directors/Owners of Nursing Homes
Role
Mary Smyth
- Ensure safe & efficient operations MSc. BSc, RGN
- Ensure adherence to regulations Director of Care for six
nursing homes.
08 01
30+ directors 8 cities
07 02
06 03
60+ care staff 30+ nursing homes
05 04
Regulation demands
Cost pressures
Staff frustration
€18,000
Total €1,430,000 Total €1,120,000
Heavy workload, stressed staff Reduce workload, happier staff
Hard to meet regulatory requirements Meet all regulatory requirements
Pre LifeCloud (Annual nursing costs) Based on Post LifeCloud (Annual nursing costs)
Nurses average size Nurses
nursing homes of
€630,000 50 residents. €415,000
Care Assistants Care Assistants
Technologies
that automatically
€800,000 €687,000
gather and enter
data
€18,000
Total €1,430,000 Total €1,120,000
Saving €310,000
Heavy workload, stressed staff Reduce workload, happier staff
Hard to meet regulatory requirements Meet all regulatory requirements
Morten Fjeld
t2i Lab, Interaction Design division
CSE, Chalmers, Sweden
Morten Fjeld, t2i Lab, CSE, Chalmers (www.t2i.se) ETH Zurich, 12th November 2018 1/42
2
CV
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3/12
1 Prof
1 Postdoc
4 PhD students
2 MSc students
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Background
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Background
!
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Background
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Presentation overview
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Observation: History of tabletops
!
!
!
!
! !
!
Morten Fjeld, t2i Lab, CSE, Chalmers (www.t2i.se) ETH Zurich, 12th November 2018 8/42
Observation: History of tabletops
Christian Muller-Tomfelde and Morten Fjeld. 2012. Tabletops: Interactive Horizontal Displays
for Ubiquitous Computing. Computer 45, 2 (February 2012), 78-81.
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Observation: Many users own
more than one device (Pew, 2012)
Ad hoc settings
and uses of
portable
technologies:
office, camp,
café.
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Research questions (RQs)
Morten Fjeld, t2i Lab, CSE, Chalmers (www.t2i.se) ETH Zurich, 12th November 2018 12/42
Tomorrow’s multi-device UI?
Morten Fjeld, t2i Lab, CSE, Chalmers (www.t2i.se) ETH Zurich, 12th November 2018 13/42
Tablet-phone taxonomy
Mini-exercise:
1. Suggest a mobile application making
use of phone and tablet device in a
novel and innovative way
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Distributed information display
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Distributed control scenarios
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Distributed control and position:
circular menu technique
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Combining these techniques 1:00
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A: Demo of phone-tablet patterns
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Stage 2: Beyond personal devices
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Mobile information visualization
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Mobile information visualization
! !
Getting ready for new technology:
we emulate embedded spatial sensors
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Mobile information visualization 0.59
!
!
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B: Demo of infovis techniques, 0:44
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Spatially aware device tracking
Crime mystery
• when
• who
• how
• why
Shared corpus
of data
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Alternatives for sensemaking, 0:19
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C: Demo of collaborative analysis
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Some empirical findings
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Connecting distributed teams;
telepresence
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Distributed physical tasks; physical
presence
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Tabletop interaction and issue of reach
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Tabletop interaction and issue reach
Microsoft Surface 2
Surface 2.0 Debut at the 2011
Consumer Electronic Show
In cooperation with
Samsung SUR40
Key Features:
IR sensor integrated
into the LCD PixelSense
40 inch diagonal
1920x 1080 pixels
Depth of 4 inch
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Smart and actuated work environments
2.17
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Smart and actuated work environments
2.17
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Situated interaction still needed
Christian Muller-Tomfelde and Morten Fjeld. 2012. Tabletops: Interactive Horizontal Displays
for Ubiquitous Computing. Computer 45, 2 (February 2012), 78-81.
Morten Fjeld, t2i Lab, CSE, Chalmers (www.t2i.se) ETH Zurich, 12th November 2018 38/42
Future work in situated tabletops:
Modular TableTiles
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Future work in situated tabletops:
Self-shaping MoldableDisplays
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Insights for interaction design/HCI
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Thanks to research partners
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What is Interaction Design?
basics, terms, definitions
concrete examples & real-life insights
Week 1
Lecture Notes
1
Practical Course Information
2
Knowledge you will gain in this course
• knows a definition of interaction design and human-computer
interaction
• knows the concepts of usability, user experience and user-centred
design
• knows the lifecycle model of interaction design
• has knowledge about different kinds of requirements
• knows the key concepts and terms used in evaluation
• has knowledge of different types of evaluation methods
See https://www.uib.no/emne/INFO162 3
Skills you will gain in this course
• can outline and discuss usability goals and user experience goals
for designing an interactive product
• can identify suitable methods for evaluating interactive
technologies
• can identify suitable methods for establishing requirements
• can discuss the conceptual, practical, and ethical issues involved in
evaluation
• can discuss the advantages and disadvantages of low-fidelity and
hi-fidelity prototypes
• can produce simple prototypes of interactive products
See https://www.uib.no/emne/INFO162 4
Course Schedule: Highlights (1/3)
• Introduction: What is Interaction Design?
• User Experience Design
• Interaction & Interfaces Tangible and
Tabletop Interfaces
• Cognitive Aspects – I and II
• Data Gathering & Analysis
• Design & Prototyping
• Evaluating Systems, Interaction, and Users – I and II
• Accessible Interaction Design, Mobile UIs
• Tangible Interaction, VR and AR
• Presentation of Semester Assignment
Touch and
Multitouch Interfaces
5
Course Schedule: Highlights (2/3)
Low-fidelity prototyping
• Introduction: What is Interaction Design?
• User Experience Design
• Interaction & Interfaces
• Cognitive Aspects – I and II
• Data Gathering & Analysis
• Design & Prototyping
• Evaluating Systems, Interaction, and Users – I and II
Information Visualization Design
• Accessible Interaction Design, Mobile UIs High-fidelity prototyping
• Tangible Interaction, VR and AR
• Presentation of Semester Assignment
6
Course Schedule: Highlights (3/3)
Remote Drone Control
• Introduction: What is Interaction Design?
• User Experience Design
• Interaction & Interfaces
• Cognitive Aspects – I and II
• Data Gathering & Analysis
Graphical (GUI) and Tangible (TUI)
• Design & Prototyping
Frameworks
• Evaluating Systems, Interaction, and Users – I and II
• Accessible Interaction Design, Mobile VR,
UIshandhelds, science exploration
• Tangible Interaction, VR and AR
• Presentation of Semester Assignment
7
Course Specifics
8
About teacher: Floris van den Oever
• Born in The Netherlands
• Bachelors: Applied Psychology, Fontys University of Applied Science,
Eindhoven, The Netherlands(2015)
• Master’s: Human Factors and Engineering Psychology with an
Honours Track in Design, University of Twente, Enschede, The
Netherlands (2019)
• Human Factors researcher at the Royal Dutch Aerospace Centre
(2019-2021)
• PhD on Using Augmented Reality to Facilitate Maritime
Collaboration (2021 - 2025)
23.11.21 9
10
11
About teacher: Morten Fjeld, CV
• Born in Bergen, Swiss and Norwegian citizen, live in Bergen/Gothenburg
• Ecole Polytechnique Grenoble, ENSIMAG (1989)
• NTNU, Norway, Applied Mathematics (1990)
• ETH Z, PhD in Human-Computer Interaction (2001)
• ETH Medal (2002)
• Since 2004 at CSE, Chalmers
• Visited teacher & researcher atUniv. of Zurich (2008),
NUS Singapore (2011), University of Bergen (2016), Tohoku University
(2017), ETH Zurich (2019-2020)
• Full professor at University of Bergen (2020 - )
23.11.21 12
People (1/2)
• Teachers:
• Morten Fjeld [email protected] (Bergen)
Floris van den Oever [email protected] (Bergen)
13
People (2/2)
Course representatives:
– Course participant 1 (UiB student, compulsory course)
– Course participant 2 (UiB student, elective course)
– Course participant 3 (UiB student, from Informatikk)
– Course participant 4 (exchange student)
Other resources:
– Research Methods on Human Computer
Interaction, 3rd Edition. Authors: Lazar, Feng,
Hochheiser (2017).
17
Compulsory assignments
– 4 compulsory assignments
– Completed by groups of 3 (same group as the semester assignment)
– Register your group on Mitt.UiB under «People»/«Personar»
– Must be submitted at course web and must be accepted to qualify for exam
– Must be orally presented by your group at your lab group
– May contribute to your semester assignment
– Graded with pass/fail. Don’t count to final grade but must be done to do exam
# Issue Date Short Description Deadline
1 August 23 Form groups, pitch ideas and present similar designs Sept. 6
2 Sept. 6 Identify and explore user needs Sept. 27
3 Sept. 20 Write a rationale for your choices Oct.11
4 Oct. 4 Design a single page presentation of your project Oct. 25 18
Semester assignment, grading
– Interaction design project:
Design a prototype of an interactive product by pursuing a user-centered design
process
20
Introduction to Interaction Design
21
History of interactive (enterprise) technology
https://infostory.com/2013/09/15/timeline-of-enterprise-technology/
23
Colossus (1943-1945) ENIAC (1943)
24
SketchPad (1962)
by Ivan Sutherland
25
Xerox Star (1981)
26
Microsoft 1.0 (1985)
27
28
How do you optimize the users’ interactions with
a system, an environment or a product?
– Considering what might help people with the way they currently do things
– Listening to what people want and getting them involved in the design
30
Interaction design is (2/3)
31
Interaction design is (3/3)
32
Human computer interaction is (1/3)
“a discipline concerned with the design, evaluation and implementation of
interactive systems for human use and with study of major phenomena
surrounding them.”
33
HCI is about... (2/3)
– Understanding users
– Understanding user’s tasks
– Understanding the surrounding environment
– GUI requirements gathering and analysis
– Design prototype
– Evaluate system
34
HCI is... (3/3)
35
User experience (UX) (1/6)
The user experience is the level of satisfaction that
your system provides to every visitor.
36
UX (2/6)
How people feel about a product and their pleasure and satisfaction when using
it, looking at it (…) [including] their overall impression of how good it is to use (…)
37
UX (3/6)
Evaluate how users feel about a system, looking at;
– ease of use,
– perception of the value of the system,
– utility,
– efficiency in performing tasks and so forth,
38
UX example (4/6)
39
UX example (5/6)
40
User experience honeycomb (6/6)
fill a need
simple attractive
se
ae s
ou
the
yt
tics
e as
on
dis
ati
ab
vig
ilit
na
y
inclusive
trustworthy 41
Accessibility
– refers to the degree to which an interactive product is accessible by as many
people as possible.
– a focus is on people with disabilities, but also on low-age (children) and high-age
42
From Usability goals to User experience goals
43
Usability (1/8)
“the extent to which a product can be used by specified users to achieve specified
goals with effectiveness, efficiency and satisfaction in a specified context of use.”
(ISO 9241-151)
44
Usability (2/8)
According to Jakob Nielsen, usability is defined by 5 quality components:
1. Learnability
2. Efficiency
3. Memorability
4. Errors
5. Satisfaction
Jakob Nielsen
45
Usability (3/8) - why users leave?
If;
– they are forced to register,
– they face with bad navigation,
– they face long check-out process,
– they face long form filling,
– there is lack of information in the interface,
– there is long loading times,
– they face suddenly appearing pop-up messages or pop-up videos,
46
Usability – keep in mind (4/8)
– Use usability guidelines but do not rely only them – always test with users.
– Ensure that the sequences of actions to achieve a task are as simple as possible.
47
Usability – keep in mind (5/8)
– Ensure that the user can always get out, go back or undo an action.
48
Usability – keep in mind (6/8)
– Ensure that the UI’s appearance is uncluttered.
Desirable aspects;
Satisfying, helpful, fun, enjoyable, motivating, provocative, engaging, challenging,
surprising, pleasurable, enhancing sociability, rewarding, exciting, supporting
creativity, emotionally fulfilling, entertaining, cognitively stimulating
Undesirable aspects;
Boring, unpleasant, frustrating, patronizing, making one feel guilty, making one feel
stupid, annoying, cutesy, childish, gimmicky
51
How do we create usable designs?
52
Norman’s design principles
– Visibility
– Feedback
– Constraints
– Consistency
– Affordance
53
– Visibility
– Feedback
Visibility – Constraints
– Consistency
– Affordance
54
– Visibility
– Feedback
Feedback – Constraints
– Consistency
– Affordance
55
– Visibility
– Feedback
Constraints – Constraints
– Consistency
– Affordance
56
– Visibility
– Feedback
Consistency – Constraints
– Consistency
– Affordance
57
– Visibility
– Feedback
Affordances – Constraints
– Consistency
– Affordance
Affordances – Constraints
– Consistency
– Affordance
59
– Visibility
– Feedback
– Explicit (perceived)
– False
– Hidden
60
– Visibility
– Feedback
61
Alternative approach: Metaphors in Interaction Design, Jim Alty
Alty, James L., Roger P. Knott, Ben Anderson, and Michael Smyth. "A framework for engineering metaphor at the user interface.”
Interacting with computers 13, no. 2 (2000): 301-322. https://tinyurl.com/sodp2jv. 62
User centered design
64
User-centered design
66
User-centered design activities
67
Concrete examples & real-life
insights
68
69
Issues of reach within collaboration around large displays
Ortholumen, t2i Lab, Chalmers, 2007, Tommaso Piazza
71
The role of user interfaces in our lives
– text
72
The role of user interfaces in our lives
– text
73
The role of user interfaces in our lives
– text
75
The role of user interfaces in our lives
– text
76
The role of user interfaces in our lives
– text
77
Apple, TagesAnzeiger (a newspaper, 2018)
– te
https://m.tagesanzeiger.ch/articles/11016672 78
DynamicDuo, 2008:
Making tablets and phones interact
DynamicDuo, t2i Lab, Chalmers, 2011, Tommaso Piazza
80
Application sharing, e.g. DeepShot (2011):
Chang, T.-H. and Li, Y. (2011) Deep shot: a framework for migrating tasks across devices using mobile phone cameras. In
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, pp. 2163–2172.
81
Application sharing, e.g. CapCam (2016):
Xiao, R., Hudson, S. and Harrison, C. (2016) Capcam: enabling rapid, ad-hoc, position-tracked interactions between
82
devices.
In Proceedings of the International Conference on Interactive Surfaces and Spaces, ACM, New York, NY, USA, pp. 169–178.
Takuma Hagiwara, Kazuki Takashima, Morten Fjeld, Yoshifumi Kitamura, CamCutter: Impromptu Vision-Based Cross-Device
Application Sharing, Interacting with Computers, , iwz035, https://doi.org/10.1093/iwcomp/iwz035
83
PDF: https://www.dropbox.com/s/xfq99q84xp6ao9s/CamCutter_IWC_2019.pdf?dl=0.
Textbook: Activity 1.2, p. 14
Handoff by Apple works
between spatially close iOS
devices and OSX devices
signed into the same iCloud
account. Each device must
have Bluetooth turned on
and be connected to the
same Wi-Fi network. A user
opens and starts a task with
a compatible app, like Mail or
Pages, and can then switch
to a nearby device. On the
nearby device, which must
be locked, the user logs in Apple Handoff:
and picks up where s/he https://support.apple.com/guide/mac-help/hand-off-between-devices-mchl732d3c0a/mac
hadleft off. …. ease-of-use?
84
CamCutter: Impromptu Vision-Based
Cross-Device Application Sharing
Takuma Hagiwara, Kazuki Takashima, Morten Fjeld, Yoshifumi Kitamura, CamCutter: Impromptu Vision-Based Cross-Device
Application Sharing, Interacting with Computers, , iwz035, https://doi.org/10.1093/iwcomp/iwz035 85
PDF: https://www.dropbox.com/s/xfq99q84xp6ao9s/CamCutter_IWC_2019.pdf?dl=0.
CamCutter: Impromptu Vision-Based
Cross-Device Application Sharing
Takuma Hagiwara, Kazuki Takashima, Morten Fjeld, Yoshifumi Kitamura, CamCutter: Impromptu Vision-Based Cross-Device
Application Sharing, Interacting with Computers, , iwz035, https://doi.org/10.1093/iwcomp/iwz035 86
PDF: https://www.dropbox.com/s/xfq99q84xp6ao9s/CamCutter_IWC_2019.pdf?dl=0.
MiniAssignment
87
Different kind of knowledge and skills
• Phenomenology of experience
• User experience, a history and a definition by Hassenzahl
• A brief history of HCI and ‘the user’
• User experience design
A P
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6
The Experience of Living w i t h Technology
“The old computing was about what computers could do; the
new computing is about what users can do. Successful
technologiesare those that are in harmony with users’ needs. They
must support relationships and activities that enrich theusers’
experiences.” (Schneiderman, 2002, p. 2)
BTW, this is how you cite
a quote in according to
APA
Experience
• Note to entry: User experience includes all the users' emotions, beliefs,
preferences, perceptions, physical and psychological responses, behaviours
and accomplishments that occur before, during and after use.
H a s s e n z a h l ’ s UX definition (1/2)
Pragmatic quality
• refers to the product's perceived ability to support the
achievement of "do-goals", such as "making a telephone call",
"finding a book in an online-bookstore", "setting-up awebpage."
• Pragmatic quality calls for a focus on the product – its utility and
usability in relation to potential tasks.
Hedonic quality
• refers to the product's perceived ability to support the
achievement of "be-goals", such as "being competent", "being
related to others", "being special”
Hedonic
Pragmatic
Hassenzahl’s definitions united
• Applications characterized as
“non-work, non-purposeful,
non-rational” (Bødker, 2006)
The age of “UX”
Week 6
Lecture Notes
1
Outline
– What is cognition?
– Describe how cognition has been applied to interaction design
– Attention
– Perception
– Memory
– Reading, speaking and listening
– Problem-solving, planning, reasoning and decision-making
– Mental models
– Data collection and privacy
2
INFO262 - Interaction Design, Spring 2019, University of Bergen
Cognition
3
What is cognition?
– Different kinds of cognition
thinking, remembering, learning, daydreaming, decision making, seeing, reading, writing, etc
4
Cognitive processes
– Attention
– Perception
– Memory and learning
– Reading, speaking and listening
– Problem-solving, planning, reasoning and decision-making
– Mental models
5
Attention
6
Attention
– selecting things to concentrate on, at a point in time, from the range of
possibilities available.
7
Attention
Task:
– Find a specific address with a city
8
Multitasking and attention
– Do we attend two different things or events at the same time?
9
Design implications for attention
– Make information salient when it needs attending to
– Use techniques that make things stand out like color, spacing , underlining,
sequencing and animation
– Form fill-ins that have simple and clean interfaces are easier to use
10
Data collection related to attention
– Eye tracking
– Think aloud protocols
– Questionnaires
I look in the top
– Performance measures (reaction time, task right corner for a Still hasn’t
seen the
completion time, web analytics) menu… Now I click
notification…
the flashing
button…
11
Perception
12
Perception
– The process of organizing and interpreting information, enabling us to recognize
meaningful objects and events.
13
Perception
– How information is acquired from the world and transformed into experiences
14
Gestalt principles
A set of laws, describing how humans typically see objects by grouping
similar elements, recognizing patterns and simplifying complex images.
15
Gestalt principles - proximity
The relative distance between objects in a display affects our perception of
whether and how the objects are organized into subgroups.
16
Gestalt principles - proximity
Designers often separate groups of on-screen control- and data-displays
• by spacing
17
18
19
Original
increased
conversion
by 10%
Alternative
A/B testing
20
Gestalt principles - similarity
Objects that look similar appear grouped, all other things being equal.
21
22
23
24
Gestalt principles - continuity
elements that are arranged on a line or curve are perceived to be more
related than elements not on the line or curve.
25
26
27
Gestalt principles - closure
Individuals perceive objects such as shapes, letters, pictures, etc., as
being whole when they are not complete.
28
29
Gestalt principles - figure ground
People instinctively perceive objects as either being in the foreground
or the background.
30
31
32
Fitts law
“Fitts’ Law (1954) describes the relationship between movement time, distance,
andaccuracy for people engaged in rapid aimed movements.” (Soukoreff &
MacKenzie, 2004)
“The amount of time required for a person to move a pointer (e.g., mouse cursor) to a
target area is a function of the distance to the target (D) divided by the size of the
target (W). Thus, the longer the distance and the smaller the target’s size, the longer
it takes.” (Interaction Design Foundation, ND)
33
Design implications for perception
– Icons should enable users to readily distinguish their meaning
– Speech output should enable users to distinguish between the sets of spoken words
– Tactile feedback should allow users to recognize and distinguish different meanings
35
Human Memory and Learning
36
Human memory
– Involves first encoding and then retrieving knowledge.
37
Processing in memory
– Encoding is first stage of memory
– determines which information is attended to in the environment
– The more it is processed in terms of thinking about it and comparing it with other
knowledge…
38
Memory
– We recognize things much better than being able to recall things
39
Recognition versus recall
– Command-based interfaces require users to recall from memory a command
from a possible set of 100s
– GUIs provide visually-based options that users need only browse through until
they recognize one
– Web browsers, etc., provide lists of visited URLs, song titles etc., that support
recognition memory
40
41
Learning
– Can be intentional and incidental
42
Design implications for memory and learning
– Don’t overload users’ memories with complicated procedures
– Provide users with various ways of encoding information to help them remember
– Give users the room to learn by inviting exploration of your design, with undo
buttons, tutorials, easy saving, examples, constraining users to appropriate actions
43
Data collection related to memory and learning
Should’ve
clicked
– Think aloud protocols Blablabla
«Tools»…
– Observation
– Performance measures (reaction time, task
completion time, number of errors, web analytics)
– Questionnaires
– Interviews & focus groups
44
Reading, speaking and listening
45
Design implications for reading, speaking and listening
– Use the appropriate medium
– Keep it short
46
Data collection related to memory and learning
– Performance measures (reaction time, task
completion time, number of errors , web analytics)
– Think aloud protocols
– Observation I scroll the menu Should’ve
looking for a clicked
– Questionnaires copying tool … I «Tools»…
– Interviews click «Edit»
47
Problem-solving, planning, reasoning
and decision-making
48
Problem-solving, planning, reasoning and decision-making
– These are processes of “higher cognition” that require reflection and
deliberation.
49
Design implications for problem-solving, planning, reasoning
and decision-making
– Make key info highly salient
50
Data collection related to problem-solving, planning, reasoning
and decision-making
– Performance measures (reaction time, task
completion time, number of errors , web analytics)
This seems to
– Think aloud protocols be a hard
problem
– Observation
– Questionnaires
– Interviews & focus groups
51
Mental models
52
Mental models
– Is someone’s “internal representation of the relations between a set
of elements” (APA Dictionary of Psychology, ND)
Jacob Nielsen: “What the user believes about the system at hand.”
53
Design implications for mental models
– Give clear and easy-to-follow instructions
– Help people understand why and how things happened (especially when things go wrong)
– Manage affordances
– Follow conventions
– If there’s a mismatch between design and mental model, change the design. If that’s not possible, help the
user build the right mental model
54
Data collection related to mental models
– Card sorting
– Participatory wireframing and prototyping
– Competitor research
55
Data collection and privacy
56
Data collection and Privacy
57
Key aspects of data collection and privacy
– Follow GDPR
– Inform participants of what data you want to collect, how you want to collect it, and what you’ll do with it
58
UNIVERSITY OF BERGEN
INFO162 – Introduction to
Human-Computer Interaction
Summary of the course
Agenda
• Guest lecture “What’s a start-up?”
• Break
• Course overview
• Lectures highlights
• Studying tips
Course overview
UNIVERSITY OF BERGEN
See https://www.uib.no/emne/INFO162
5
Skills you will gain in this course
• can outline and discuss usability goals and user experience
goals for designing an interactive product
• can identify suitable methods for evaluating interactive
technologies
• can identify suitable methods for establishing requirements
• can discuss the conceptual, practical, and ethical issues
involved in evaluation
• can discuss the advantages and disadvantages of low-fidelity
and hi-fidelity prototypes
• can produce simple prototypes of interactive products
6 See https://www.uib.no/emne/INFO162
1: what’s HCI?
History of interactive (enterprise)
technology
https://infostory.com/2013/09/15/timeline-of-enterprise-technology/
How do you optimize the users’ interactions with
a system, an environment or a product?
– Considering what might help people with the way they currently do things
– Listening to what people want and getting them involved in the design
10
User-centered design: It is iterative
focuses on
users in each
phase of the
design process
11
2: UX design
UNIVERSITY OF BERGEN
UX & Usability
According to the International Organization for
Standardization:
Usability
1. Learnability
2. Efficiency
3. Memorability
4. Errors
5. Satisfaction
UNIVERSITY OF BERGEN
Design principles
– Visibility
– Feedback
– Constraints
– Consistency
– Affordance
• All possible actions with an
object
Hassenzahl’s definitions united
AKA design-space
21
4: Data gathering and
analysis
What is a requirement?
– A statement about an intended product that specifies what it should do or how to
do it
– E.g, ”a specific button must enable printing of the contents of the current screen”
Source: https://designbuzz.com/another-wmd-for-the-high-schooler-queen-bee-s-kitty/
Types of Evaluation
For each category, different design implications and data collection methods are
applicable.
7: Design & prototyping
UNIVERSITY OF BERGEN
But why?
• You can test out ideas for yourself
• It encourages reflection
• Stakeholders can see, hold, interact with a prototype more
easily than a document or a drawing
• To better understand how users will interact with your final
artifact.
• The prototype can reveal errors and omissions in the
requirements.
• Users gain a sense of ownership of the final product.
UNIVERSITY OF BERGEN
38
Pro’s and cons
Low-fidelity and high fidelity
Advantages Advantages
– Lower development cost – Complete functionality
– Evaluates multiple design concepts – Fully interactive
– Useful communication device
– User driven
– Addresses screen layout issues
– Use for exploration and test
– Proof of concept
– Look and feel of final product
– Serves as a living specification
Disadvantages
– Limited error checking Disadvantages
– Poor detailed specification to code to – More resource-intensive to develop
– Facilitator driven
– Time-consuming to create
– Limited utility after requirements
established – Inefficient for proof-of-concept design
– Limited usefulness for usability tests – Not effective for requirement gathering
– Navigational and flow limitations
39
UNIVERSITY OF BERGEN
Phyisical prototyping
• Get feedback on our design faster; saves money
• Experiment with alternative designs
• Fix problems before code is written
• Keep the design centered on the user
8: Evaluation: From
Framework to
Measurables
Estimating the time of pointing
UNIVERSITY OF BERGEN
Hick’s Law
Other Similar Laws: Steering Law
Touch Sensors and Understanding Touch
Estimating the minimal size of a graphical item
9: Machine Learning
and recommender
systems
By Mehdi Elahai
(Movie info, cast & crew)
(Colors, sounds)
10: VR and AR
By Ilona Heldal
UNIVERSITY OF BERGEN
Natural interaction
• A Natural User Interface (NUI) is often defined as an “effectively
invisible” UI.
• It can be invisible because no instructions should ideally be needed.
• A NUI is an interface that “enables us to interact with a computer in
the same ways we interact with the physical world, through using our
voice, hands and bodies” (Rogers, Sharp, Preece).
– This could be done in VR… Does it mean we should?