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Topic 3
The Interaction
Introduction
Focus: the dialog user - computer
Interactivity:
Low grade: batch processing
High grade: direct manipulation, virtual
reality…
La interacción
Introduction
Levels of study:
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Interaction paradigms
Relationship between computer and physical reality
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Interaction paradigms
Desktop computer
Virtual reality (VR)
Ubiquitous computing
Augmented reality (AR)
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Interaction paradigms
Desktop computing:
Interaction through I/O devices at a
particular location
WIMP based IU
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Interaction paradigms
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Interaction paradigms
VR: all stimuli created by computer
The user is isolated (immersive systems).
Characteristics:
Input devices: data glove, head position, voice recognition
Output devices: stereoscopic image, sound, haptic feedback...
Immersion is relative: high tech systems, desktop VR, small consoles...
Multiuser systems (Cave Automatic Virtual Environments)
Applications: conventional visualizations (buildings, kitchens...), special
visualizations (molecules, flows...), flight simulators, medicine teaching,
phobies treatment, entertainment...
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Interaction paradigms
Cave
Automatic
Virtual
Environment
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Interaction paradigms
Ubiquitous computing (Mark Weiser, Xerox PARC, final 80s).
Three sizes:
Tabs: credit card size (hundreds)
Pads: A4 size (tens)
Boards: blackboard size (units)
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Ubiquitous computing
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Interaction paradigms
Augmented reality (AR): combining real and computer genereated
views (V01)
Transparent screens
Characteristics of AR:
Interaction is mainly with the real world
The problem: overlapping both views
Applications: touristic guides, maintenance...
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Interaction paradigms
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Interaction Models
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Syntactic – Semantic Model
Charactristics:
Arbitrary
System dependant
Lacks structure
Difficult to learn and easy to forget
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Syntactic – Semantic Model
La interacción
Syntactic – Semantic Model
La interacción
Syntactic – Semantic Model
Semantic knowledge:
Task related (how to write a letter)
Computer related (basic computer knowledge)
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Stages of Action Model
Examples of difficulties:
Loading a film in a projector
Video cannot be seen
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Stages of Action Model
Stages:
Goal
Execution:
Intentions: more specific goals
Action: yet more specific
Execution: change in the environment
Evaluation: testing if goal has been achieved
Perception
Interpretation
Comparison with goal
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Stages of Action Model
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Stages of Action Model
It is a rough model:
Some stages can be combined
Some are not carried out
Sometimes there is no goal (opportunistic
behavior)
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Stages of Action Model
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Stages of Action Model
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Human Error Model
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Human Error Model
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Human Error Model
Description errors: right action on the
wrong object (“press the wrong key“)
Example: vi editor and its commands
Solutions: well organized menus, good
discrimination between commands
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Human Error Model
Coherence errors: we base action on
familiar situations (analogies)
Example: use the new word processor as the
old one
Solution: coherence within the application and
among applications of the same environment
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Human Error Model
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Human Error Model
Activation errors: the wrong script is
activated (e. g. capture error) or the right
script fails to be activated (memory
error)
Example: if we interrupt a task that leaves no
trace we can forget about it
Solution: enough information in view of the
user (window systems)
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Interaction Frame Model
User – computer dialog is represented by
four languages:
User (task language)
Input (input language)
System (machine language)
Output (output language)
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Interaction Frame Model
l. salida
O observación
presentación
S U
l. máquina l. tarea
atomización descomposición
I
l. entrada
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Ergonomics
Ergonomics: physical man – machine
adaptation and working conditions
Aka “Human factors”
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Ergonomics
Reducing visual fatigue:
Room and furniture:
Matte finish
Illumination:
Windows: > 2 m. from screen, 90 degrees
Avoid highlights from other light sources
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Ergonomics
Screen:
Adaptable height and orientation
Matte surface
Stable image
Accessible bright and contrast controls
Anti highlight surface
Take regular breaks (each hour approx.)
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Ergonomics
Muscular fatigue and articulation problems
Desk:
Minimum work surface 90 x 120 cm.
Height 65-75 cm.
Room for legs 60 cm. wide and 65 cm. deep
10 cm. between keyboard and desk edge to place wrists
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Ergonomics
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Ergonomics
Seat:
Adjustable
5 wheels
Rounded edge
At least 18 cm. to desk surface
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Ergonomics
Keyboard (V02):
Independent from screen
Keypress feedback
Matte finish
Third row of keys no more than 3 cm. high
Max. tilt 25º
Legible characters
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Ergonomics
Document holder:
Similar distance to screen
Rigid
Adjustable
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Ergonomics
Body position:
Straight spine (sideways there are curves)
Arm vertical, and forearm horizontal. Elbows next to
thorax
Thigh horizontal and leg vertical. Ankles in straight
angle.
Wrists leaning on a surface
Rest at least every two hours
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Ergonomics
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Ergonomics
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Ergonomics
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Ergonomics
Radiations (CRT’s):
X Rays (ionizing)
Ultraviolet
Microwaves
Very Low Frequency (VLF) and extremely low
frequency (ELF) radiations
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Ergonomics
Very small quantities of the first three
VLF y ELF might have biological effects
Characteristics of VLF y ELF:
VLF (400 kHz to 2 kHz) horizontal ray displacement
ELF (2 kHz to 5 Hz) vertical ray displacement
More radiation on the sides and back of the screens
It is not clear how harmful they might be
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Ergonomics
Precaution:
Working distance: 55 cm. aprox.
1 m. from the sides and back
Turn monitor off when not in use
Use other technologies
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