User-Centered Design Prof. dr. Matthias Rauterberg IPO Center for User-System Interaction TU/e...
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Transcript of User-Centered Design Prof. dr. Matthias Rauterberg IPO Center for User-System Interaction TU/e...
User-Centered Design
Prof. dr. Matthias RauterbergIPO Center for User-System Interaction
TU/e Eindhoven University of Technology
© M. Rauterberg, TU/e
What is an Interactive System (IS) ?
user interaction system
perception
action(s)
IS := {IS*, Human, ICT component, [additional component]}
© M. Rauterberg, TU/e
What are the research topics of USI?
systemuser
Work domain
Work system
Science• perception• cognition• action
Application
• user-centered design
Engineering• audio interfaces• computer vision/graphics• speech interfaces• tactile interfaces
Goal:Pa => Pd
© M. Rauterberg, TU/e
Interdisciplinary Research Approach
Design relevantknowledge
Empiricalevaluation
Interactive systems
© M. Rauterberg, TU/e
Cooperation with Industry
© M. Rauterberg, TU/e
What are the technical challenges?
• New interaction styles– speech input/output– computer vision based input (e.g., gestures)– audio interfaces (e.g., non-speech audio)– tactile and force feedback
• New interface concepts– adaptive and intelligent software– natural user interfaces
© M. Rauterberg, TU/e
Trends in User Interface Technology
Ubiquitous and Mobile computing Ambient rooms and Cooperative buildings
© M. Rauterberg, TU/e
• Perception Space– The physical space where
the user’s attention is.
• Action Space– The physical space where
the user acts in.
• Design Principle:– perception space and action
space must coincide!
What is design relevant knowledge?
© M. Rauterberg, TU/e
Airline Applications
• This remarkable ultra-lightweight computer, worn as a belt, delivers maximum information to users with a minimum of work.
• Designed for individuals who demand mobility, this computer offers voice control and heads up display for complete, hands-free operation.
• Users can enter or retrieve information while going about their jobs, instead of constantly returning to the shop area to check a stationary computer, or stopping work to punch keys.
© M. Rauterberg, TU/e
Head-up Displays in Cars
• More information and less distractionInformation on the state of the road, on the speed of the vehicle in front (supplied by the intelligent cruise control), on obstacles lying around the next bend in the road identified by the remote detection system, or direction arrows sent by the driver guidance system... drivers will be receiving more and more information from "intelligent" vehicle systems.
© M. Rauterberg, TU/e
Natural User Interfaces (NUI)
No technical equipment inside the body space of the user!
2. design principle
Perception space and action space must coincide!
1. design principle
© M. Rauterberg, TU/e
NUI: The First Round
Design principle
Field test
Digital Playing Desk
© M. Rauterberg, TU/e
0
50
100
150
200
250
300
350
400
450
500
Cel
l Me
an f
or
time
of
use
r (s
)Cell Line Chart for "playing time"
Grouping Variable(s): Interface type
Error Bars: ± 1 Standard Deviation(s)
CI MI TI DPD
P<.001P<.01P<.001
P<.001
P<.001
P<.001
Digital Playing Desk: Playing time per game
© M. Rauterberg, TU/e
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 DPD
P<.001P<.080P<.020
P<.802
P<.001
P<.007
Digital Playing Desk: winning chance per dialog technique
© M. Rauterberg, TU/e
NUI: The Second Round
Experiments
Build-It systems
Design principle
© M. Rauterberg, TU/e
NUI: The Third Round
Experiments
Design relevantknowledge
VIP prototype