When Output meets Input… · 2020-06-08 · When Output meets Input… Matthias Rauterberg...

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When Output meets Input…

Matthias RauterbergDepartment Industrial Design

Technical University EindhovenThe Netherlands, 2005

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Matter

Information Energy

Attention

Gravity

Access?

Most Important Design Constrains

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Output Space (system’s view)– The physical space where the

user’s [visual] attention is.Perception Space (user’s view)

Input Space (system’s view)– The physical space where the

user’s motor actions are.Action Space (user’s view)

input space= action space

output space= perception space

Visual Output Space and Input Space

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How to design visual Output Space and Input Space in 2D?

MSc Thesis (1993) from Christian Cachin

Ref: Rauterberg, M. & Cachin, C. (1993). Locating the primary attention focus of the user. Lecture Notes in Computer Science, vol. 733, pp. 129-140.

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Signal Detection Experiment (SDE)

time (ms)0 500 1000

circles

circles + signal (X or square)

N = 19; 11 women and 8 men took part in the experiment (mean age: 33 ± 14 years). 12 subjects were students of computer science at the ETH.

Dual task approach: (1) count circles, (2) detect signal X (given a distractor [])

Standard computer display: 14 inch, black&white

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SDE Results: primary task‘Circle Deviation’ CD as a measure for task accuracy:

CD = |#CIRCLEScounted – #CIRCLESpresented| * 100% / #CIRCLESpresented

I II

III IV

CD=6.1% CD=6.8%

CD = 4.4%CD=6.9%Main Results:Quadrant IV outperforms all others

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SDE Results: secondary task

0 3 6 90

10

20

30

40 [X] vs [no signal][X] vs [no signal or square]

Distance (inch)

‘Error Ratio’ ER:ER = (b + c) / (a + d) * 100%

Signal Detection Table:

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Eye Recording Experiment (ERE)

PC

video camera

video recoder

NAC Eye Mark Recorder IV

mouse

projection screen overhead display subject

How to determine automatically the actual position of the user’s visual attention focus on a computer screen?

Subjects:N=6: 2 women and 4 men5 subjects were students of computer science at the ETH. 1 subject studied psychology at Uni Zurich.

Tasks:(1) Computer game; (2) Text formatting;(3) Hypertext navigation.

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fixation region:= circle around fixation point with r = 3 inch

(1) without mouse operations: Mouse position in fixation region for 25% - 70%

(2) with mouse operations: Mouse position in fixation region for 49% - 97%

ERE Results

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Design Recommendations

Outputspace

Input space

(1) Place e.g. the message left above the actual user’s focus of attention;(2) Place this message maximal 3 inch away of actual mouse position.

OS := Output SpaceIS := Input Space

Results:α ~ 135 grad∆ |OS-IS| < 3 inch

α∆

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The Digital Desk from Pierre Wellner in 1991

Pierre Wellner

[00:05:88]

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• Output Space– The physical space

where the user’s visual attention is.• Input Space

– The physical spacewhere the user’s motor actions are.

• Design Principle:– output space and input space must

coincide! [∆ =0]– “Interlacing the display and

manipulation space”(Djajadiningrat, 1998, TU Delft)input space

output space

How to design Output Space and Input Space in 3D?

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Tic-Tac-Toe with four interaction styles

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[00:01:54]

User reactions with the DigitalPlayingDesk (1995)

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Empirical Results : game playing time per dialog technique

0

50

100

150

200

250

300

350

400

450

500

Cel

l Mea

n fo

r tim

e of

use

r (s)

Cell Line Chart for "playing time"

Grouping Variable(s): Interface type

Error Bars: ± 1 Standard Deviation(s)

CI MI TI DPDP<.001P<.01P<.001

P<.001P<.001

P<.001

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computer win

remis

user win Cell Line Chart for "winning chance"

Grouping Variable(s): Interface type

Error Bars: ± 1 Standard Deviation(s)

CI MI TI DPDP<.001P<.080P<.020

P<.802P<.001

P<.007

Empirical Results : winning chance per dialog technique

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Design Recommendations(1) Output space and Input Space should maximally intersect.(2) Tangible interaction props do not interfere with primary task.

OS := Output SpaceIS := Input SpaceWS := Work Space

Result:WS = OS ∪ IS with max [OS3

visual ∩ IS3visual ]

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The Build-It SystemFjeld, Bichsel & Rauterberg 1997

PhD Thesis (2001) from Morten Fjeld

[00:02:44]

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Build-It: tangible interaction props

2D

3D

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Interaction Props: user studyProps design factors:form, size, material and metaphor:

•An experiment was carried out to explore different design strategies.

•Tasks were based on initial planning of an interior architecture.

•Focus of the experiment was subjective opinion (n=12) about the bricks.

•The bricks were ranked by user performance before (first number) and after(second number) task solving activity.

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Build-It: Spin-outs in Europe, Canada & JapanIPO

OMRON, Japan (2004)

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[00:06:14]

Build-It: The PlanningTable in Japan by OMRON Inc.

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Interaction ModelsBrygg Ullmer & Hiroshi Ishii, 2000

model

control view

INPUT OUTPUT

physical

digitalmodel

control Non graspablerepresentation

graspablerepresentation

INPUT / OUTPUT

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How to design interaction props for 3D navigation?

PhD Thesis (2004) from Sriram Subramanian

2D interaction: 3D interaction:

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VIP-3: Tangible Interaction PropsAliakseyeu, Subramaniam, Martens & Rauterberg 2002

[00:06:22]

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Trends in Interactive System Technology

Mobile computing

Ambient rooms and Cooperative buildings

Transport [00:06:25]

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Design Metaphors

Channel

Tool

Substitute

long time ago 2000 history

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Trend in Interface Design

0

50

100

150

1970-1990 1990-2010 2010-

SW controlsHW controls

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time1900 2000

mechanical style

electronic style

mechatronic styleDesign Styles

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time1900 2000

mechanical style

electronic style

mechatronic styleactive forms(smart memory alloys)

given forms(ubiquituous computing)

channel forms(e.g. PC, TV, Radio, etc)

connected forms(ambient intelligence)

dedicated forms(e.g. typewriter, etc)

Design Forms

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HomeLab: The Memory Browservan den Hoven, Eggen & Rauterberg, 2003

[00:01:09]

RFID tagged souvenirs

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Interaction Props with Active Form

unloaded state loaded stateNitinol tubes

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If Output meets Input:interactive holography might be the final solution

projection

smoke curtain (e.g. FogScreen)

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Thank you for your attention.