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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.