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2010 Pearson Addison-Wesley. All rights reserved.
Addison Wesley is
an imprint of
Designing the User Interface:
Strategies for Effective Human-Computer Interaction
Fifth Edition
Ben Shneiderman & Catherine Plaisant
in collaboration with
Maxine S. Cohen and Steven M. Jacobs
Direct Manipulation and Virtual Environments
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Introduction Positive feelings associated with good user
interfaces:
Mastery of the interface
Competence in performing tasks
Ease in learning the system originally and in assimilatingadvanced features
Confidence in the capacity to retain mastery over time
Enjoyment in using the system Eagerness to show the system off to novices
Desire to explore more powerful aspects of the system
6-2
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Examples of Direct-Manipulation Systems
Command line vs. display editors and word processors Training times with display editors are much less than line editors
Line editors are generally more flexible and powerful
The advances of WYSIWYG word processors:
Display a full page of text Display of the document in the form that it will appear when the final
printing is done
Show cursor action
Control cursor motion through physically obvious and intuitivelynatural means
Use of labeled icon for actions Display of the results of an action immediately
Provide rapid response and display
Offer easily reversible actions
6-3
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Examples of Direct-Manipulation Systems:WYSIWYG word processing
6-4
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Examples of Direct-Manipulation
Systems (cont.)
Technologies that derive from the word processor:
Integration
Desktop publication software
Slide-presentation software
Hypermedia environments
Improved macro facilities Spell checker and thesaurus
Grammar checkers
6-5
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Examples of Direct-Manipulation
Systems (cont.)The VisiCalc spreadsheet and its descendants
VisiCalc users delighted in watching the program propagate
changes across the screen.
In some cases, spatial representations provide a better model
of reality
Successful spatial data-management systems depend on
choosing appropriate:
Icons
Graphical representations
Natural and comprehensible data layouts
6-6
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Examples of Direct-Manipulation
Systems (cont.):spreadsheet
6-7
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Examples of Direct-Manipulation Systems
(cont.) spatial data management
6-8
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Examples of Direct-Manipulation
Systems (cont.)Video games Nintendo Wii, Sony PlayStation, and Microsoft Xbox
Field of action is visual and compelling
Commands are physical actions whose results are immediately shown on
the screen
No syntax to remember
Most games continuously display a score
Direct manipulation in SimSity Second Life virtual world
Spore
Myst well received
DOOM and Quake controversial6-9
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Examples of Direct-Manipulation
Systems (cont.)Guitar Hero video game
6-10
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Examples of Direct-Manipulation
Systems (cont.)
Computer-aided design Computer-aided design (CAD) use direct manipulation
Manipulate the object of interest
Generate alternatives easily
Explain the impact
Problem solving by analogy to the real-world
Office automation
Xerox Star was a pioneer with sophisticated formatting
Apple Lisa System
Rapid and continuous graphical interaction
Microsoft Windows is a descendant
6-11
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Continuing evolution of Direct-
Manipulation Systems
Direct-Manipulation interfaces are being used in a wide range of applications,
e.g. management dashboard for a retail store
6-12
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Continuing evolution of Direct-
Manipulation Systems (cont.)
6-13
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Discussion of Direct Manipulation
Problems with direct manipulation
Spatial or visual representations can be too spread out
High-level flowcharts and database-schema can become
confusing
Designs may force valuable information off of the screen
Users must learn the graphical representations
The visual representation may be misleading Typing commands with the keyboard may be faster
6-14
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Principles of Direct Manipulation
1. Continuous representations of the objects and actions
of interest with meaningful visual metaphors.
2. Physical actions or presses of labeled buttons,
instead of complex syntax.
3. Rapid, incremental, reversible actions whose effects
on the objects of interest are visible immediately.
6-15
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Interface-Building ToolsVisual Thinking and Icons The visual nature of computers can challenge the first
generation of hackers
An icon is an image, picture, or symbol representing a
concept Icon-specific guidelines
Represent the object or action in a familiar manner
Limit the number of different icons
Make icons stand out from the background
Consider three-dimensional icons Ensure a selected icon is visible from unselected icons
Design the movement animation
Add detailed information
Explore combinations of icons to create new objects or actions6-16
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3D Interfaces
Pure 3D interfaces have strong utility in some contexts, e.g.,medical, product design. In other situations, moreconstrained interaction may actually be preferable to simplifyinteractions.
Enhanced interfaces, better than reality, can help reduce thelimitations of the real-world, e.g., providing simultaneousviews.
Avatars in multiplayer 3-D worlds
First person games
6-17
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3D Interfaces (cont.)
6-18
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3D Interfaces (cont.)
Features for effective 3D
Use occlusion, shadows, perspective, and other 3D techniques
carefully.
Minimize the number of navigation steps for users to accomplish their
tasks.
Keep text readable.
Avoid unnecessary visual clutter, distraction, contrast shifts, and
reflections.
Simplify user movement. Prevent errors.
Simplify object movement
Organize groups of items in aligned structures to allow rapid visual
search.
Enable users to construct visual groups to support spatial recall.6-19
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3D Interfaces (cont.)
Guidelines for inclusion of enhanced 3D features:
Provide overviews so users can see the big picture
Allow teleoperation
Offer X-ray vision so users can see into or beyond objects.
Provide history keeping
Permit rich user actions on objects
Enable remote collaboration Give users control over explanatory text and let users
select for details on demand.
Offer tools to select, mark, and measure.
6-20
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3D Interfaces (cont.)
Guidelines for inclusion of enhanced 3D features(cont.):
Implement dynamic queries to rapidly filter out unneeded
items. Support semantic zooming and movement
Enable landmarks to show themselves even at a distance
Allow multiple coordinated views
Develop novel 3D icons to represent concepts that aremore recognizable and memorable.
6-21
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Teleoperation Two parents: direct manipulation in personal computers
and process control in complex environments
Physical operation is remote
Complicating factors in the architecture of remoteenvironments:
Time delays
transmission delays
operation delays Incomplete feedback
Feedback from multiple sources
Unanticipated interferences
6-22
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Virtual and Augmented Reality
Virtual reality breaks the physical limitations of space and
allow users to act as though they were somewhere else
Augmented reality shows the real world with an overlay of
additional overlay Situational awareness shows information about the real world
that surrounds you by tracking your movements in a computer
model
Augmented reality is an important variant Enables users to see the real world with an overlay of
additional interaction.
6-23
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Virtual and
Augmented Reality (cont.)
Successful virtual environments depend on thesmooth integration of:
Visual Display
Head position sensing Hand-position sensing
Force feedback
Sound input and output
Other sensations Cooperative and competitive virtual reality
6-24
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Impact of this technology in our
everyday lives
6-25
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Copyright 2006 John Wiley & Sons, Inc
Ingeniera HumanaReferencias:
[1] HCI: Developing Effective Organizational Systems, Dov Teeni, Jane Carey,
Ping Zhang
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Copyright 2006 John Wiley & Sons, Inc
Introduction
Ergonomics has been at the heart of human factorsengineering. The word was coined in 1949 from twoGreek words, ergos, which means work, and nomos,
which means natural laws. It has come to mean "the fit between man and
machine". The group that coined the word,ergonomics, was interdisciplinary and included
psychologists, design engineers, work studyengineers, industrial medical officers, and otherswith an interest in human performance.
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Copyright 2006 John Wiley & Sons, Inc
Introduction
Ergonomics: the physical fit between human
and machine.
Ergonomic Engineering: the science ofhuman engineering which combines the study
of human body mechanics and physical
limitations with industrial psychology.
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Copyright 2006 John Wiley & Sons, Inc
Human Performance and Limitations
Ergonomic engineering is concerned with the physicalinterfaces between the human user and the computer and hasthree main categories: analysis, design, and assessment(Bullinger, 1988). The analysis category focuses on human
attributes and capabilities, the tasks to be performed, and thetechnology that is being used to aid in task performance.The performance-related goals of ergonomics are to improve:
The human ability to handle physical load or demands of the worksituation,
Performance (reduce errors, improve quality, reduce time required tocomplete task), and
End user acceptance of the system.
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Copyright 2006 John Wiley & Sons, Inc
Human Performance and Limitations
Human Performance: measured by reducingerrors, improving quality, and reducing timerequired to complete task.
Human
Task Computer
Fit PerformanceEnvironment
Work
Work Space
Figure 4.1: The expanded Fit between human, task and computer in the work context
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Copyright 2006 John Wiley & Sons, Inc
Human Limitations
Human Limitations: human limitations
which are physical in nature and include such
aspects as levels of hearing, arm reach,muscular strength, visual distance and others.
Sensory Limits
Human sight, hearing, smell, touch, and taste have
thresholds and deficiencies.
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Copyright 2006 John Wiley & Sons, Inc
Human Limitations
Responder (motor) limits:
Humans have limited reach and strength.
Keyboard layout designs and required mouse actions
often cause users to change body positions in order to
execute them.
Often resulting in health problems.
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Copyright 2006 John Wiley & Sons, Inc
Fitts Law
Mathematically, Fitts' law is stated as follows:
MT= a + b log2(2A/W)
Where MT = movement time
a,b = regression coefficients
A = distance of movement from start to target center
W = width of the target
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Sensory Perceptions and Implications
for Design: Audition
Audition: the human process of hearing andcomprehending sound.
Guidelines for Physical Characteristics of Auditory
Messages: The message should be short. Useful when:
Response is time critical.
Visual field is overburdened.
User is already focusing visual attention.
Nature of auditory messages high enough frequency and intensity to be heard, but not annoying.
Duration is important.
Modulated sound will attract more attention than a continuous sound.
Use sparingly
The user should be allowed to turn on or off keystroke clicks.
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Copyright 2006 John Wiley & Sons, Inc
Audition
0 Threshold for hearing
Ear damage possible
Painful sound
Loud thunder
Subway train
Truck or bus
Average auto: loud radio
Normal conversation
Quiet office, household sounds
Whisper
140
130
120
110
10090
80
70
60
50
40
3020
10
0 Threshold for hearing
Ear damage possible
Painful sound
Loud thunder
Subway train
Truck or bus
Average auto: loud radio
Normal conversation
Quiet office, household sounds
Whisper
140
130
120
110
10090
80
70
60
50
40
3020
10
Threshold for hearing
Ear damage possible
Painful sound
Loud thunder
Subway train
Truck or bus
Average auto: loud radio
Normal conversation
Quiet office, household sounds
Whisper
140
130
120
110
10090
80
70
60
50
40
3020
10
Figure 4.2 Decibel levels for typical sounds.
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Copyright 2006 John Wiley & Sons, Inc
Sensory Perceptions and Implications
for Design: Touch
Touch: the human process of sensing
environment objects and conditions such as
temperature through skin as a sensory organ.
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Copyright 2006 John Wiley & Sons, Inc
Health Problems associated with HCI
Emissions: electronic radiation wavesemitted by visual display terminals.
Repetitive Motion Problems: Physicaldiscomfort and inflammation of tendons andtendon sheaths caused by frequent use ofkeyboards and other input devices.
Vision Problems: Blurred visions anddegraded ability to see brought on by frequentuse of computers.
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Copyright 2006 John Wiley & Sons, Inc
Technical Support for the Disabled
Technical support for the visuallyimpaired: software and hardware design thataccommodates visually impaired users.
Technical support for the hearingimpaired: software and hardware design thataccommodates hearing impaired users.
Technical support for the physicallydisabled: software and hardware design thataccommodates physically disabled users.
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Copyright 2006 John Wiley & Sons, Inc
Summary Physical engineering combines the study of human
body mechanics and physical limitations withindustrial psychology to achieve a fit betweenhuman and machine and thereby improve
performance and the users well-being. The ergonomics of information systems deals with
topics such as the physical workstation and furnituredesign, lighting, noise, and keyboard height and
arrangement. These are all physical aspects ofhuman engineering within an information systemscontext.
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Copyright 2006 John Wiley & Sons, Inc
Summary
The performance-related goals of physical
engineering are to improve:
(1) the human ability to handle load or demandsof the work situation,
(2) performance (reduce errors, improve quality,
reduce time required to complete task), and
(3) end user acceptance of the system.
Recommended