CSC 442
Human Computer
Interface
HCI
MODULE-1:
Week 4
TACTILE AND HAPTIC
&
HUMAN BODY EGRONOMICS
Lecturers:
Mr. Awoseyi A. A.
www.tech-u.edu.ng | [email protected]
Lecture Content and Objectives
Course Content For the Week.
Human Factors and HCI Theories
Human Centered Design
Tactile and Haptic
Interfaces with tactile and haptic feedback, are not
widespread, however, they are starting to appear in
limited forms.
Haptic
Defined to be the modality that takes advantage of
touch by applying forces, vibrations, or motions to the
user.
The modality for sensing force and kinesthetic feedback
through our joints and muscles
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Tactile and Haptic
Haptic
The term tactile for sensing different types of touch
(e.g., texture, light pressure/contact, pain, vibration,
and even temperature) through our skin.
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Tactile and Haptic:
Tactile Display Parameters
Tactile resolution:
The skin sensitivity to physical objects is different over
the human body. The fingertip is one of the most
sensitive areas and is frequently used for HCI purpose.
Vibration frequency:
Rapid movement such as vibration is mostly sensed by
the Pacinian corpuscle, which is known to have a
signal-response range of 100–300 Hz.
Vibration frequency of about 250 Hz is said to be the
optimal for comfortable perception
www.tech-u.edu.ng |
[email protected] Tactile and Haptic:
Tactile Display Parameters
Pressure threshold:
The lightest amount of pressure humans can sense is
said to be about 1000 N/m2. For a fingertip, this
amounts to about 0.02 N for the fingertip area.
The maximum threshold is difficult to measure,
because when the force/torque gets large enough, the
kinesthetic senses start to operate, and this threshold
will greatly depend on the physical condition of the
user (e.g., strong vs. weak user).
there are many types of tactile stimulation, such as
texture, pressure, vibration, and even temperature.
www.tech-u.edu.ng |
[email protected] Tactile and Haptic:
Haptic and Haptic Display Parameters
Along with tactile feedback, haptic feedback adds a
more apparent physical dimension to interaction.
The simplest form of a haptic device is a simple
electromagnetic latch that is often used in game
controllers.
More-complicated haptic devices are in the form of a
robotic kinematic chain either fixed on the ground or
worn on the body.
As a kinematic chain, such devices offer higher degrees
of freedom and finer force control
www.tech-u.edu.ng |
[email protected] Tactile and Haptic:
Haptic and Haptic Display Parameters
Important haptic display parameters:
The degrees of freedom: the number of directions in
which force or torque be can displayed.
The force range: should be at least greater than 0.5mN,
The operating/interaction range: how much movement
is allowed through the device.
Stability: how stable the supplied force is felt to be.
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Tactile and Haptic:
Haptic and Haptic Display Parameters
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Tactile and Haptic:
Multimodal Interaction
Conventional interfaces have been mostly visually
oriented. However, for various reasons, multimodal
interfaces are gaining popularity with the ubiquity of
multimedia devices.
By employing more than one modality, interfaces can
become more effective in a number of ways, depending
on how they are configured. Examples are:
Complementary:
Redundant:
Alternative:
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Tactile and Haptic:
Multimodal Interaction
Complementary:
Different modalities can assume different roles and act
in a complementary fashion to achieve specific
interaction objectives.
An aural feedback can signify the arrival of a
phone call while the visual displays the caller’s
name.
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Tactile and Haptic:
Multimodal Interaction
Redundant:
Different modality input methods or feedback can be
used to ensure a reliable achievement of the
interaction objective.
The ring of a phone call can be simultaneously
aural and tactile (vibration) to strengthen the pick-
up probability.
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Tactile and Haptic:
Multimodal Interaction
Alternative:
Different modality input methods or feedback can be
used to ensure a reliable achievement of the
interaction objective.
Phone call can be made either by touching a
button or by speaking the callee’s name, thereby
promoting convenience and usability.
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Tactile and Haptic:
Multimodal Interaction
For multimodal interfaces to be effective, each
feedback must be properly synchronized and consistent
in its representation. E.g. Button touch
To signify a button touch, the visual highlighting
and beep sound effect must occur within a short
time, to be recognized as one consistent event.
if there is one highlighting, then there should also
be one corresponding beep.
When inconsistent, the interpretation of the
feedback can be confusing, or only the dominant
modality will be recognized.
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HUMAN BODY ERGONOMICS (Motor Capabilities)
Ergonomics:
A discipline that focuses on making products and
interfaces that are comfortable and efficient.
Also, ways to design interfaces or interaction devices
for comfort and high performance according to the
physical mechanics of the human body.
The human motor capabilities that are used to make
input interaction. We look at two. Fitts’s law and human
motor control.
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HUMAN BODY ERGONOMICS: Fitts’s Law
Fitts’s Law:
Fitts’s law is a model of human movement that predicts
the time required to rapidly move to a target area as a
function of the distance to and the size of the target.
The movement task’s Index of Difficulty (ID) can be
quantified in terms of the required information amount,
i.e., in the number of bits.
the actual time to complete the movement task is
predicted using a simple linear equation, where
movement time, MT, is a linear function of ID.
www.tech-u.edu.ng |
[email protected] HUMAN BODY ERGONOMICS: Fitts’s Law
Fitts’s Law:
MT = a + b * ID
ID = log(A/W + 1)
where a and b are coefficients specific to a given
task.
ID represents an abstract notion of difficulty of the task,
while MT is an actual prediction value for a particular
task.
Values for a and b are obtained by taking samples of
the performance and mathematically deriving them by
regression. www.tech-u.edu.ng |
[email protected]HUMAN BODY ERGONOMICS: Fitts’s Law
www.tech-u.edu.ng | [email protected]
HUMAN BODY ERGONOMICS: Motor Control
Motor Control:
Perhaps the most prevalent form of input is made by
the movements of our arms, hands, and fingers for
keyboard and mouse input.
Apart from discrete-event input methods (e.g.,
buttons),
Modern user interfaces make heavy use of continuous
input methods in the two-dimensional (2-D) space (e.g.,
mouse, touch screen) and increasingly in the 3-D space
(e.g., virtual reality controls).
www.tech-u.edu.ng |
[email protected]HUMAN BODY ERGONOMICS: Motor Control
While the human capabilities will determine the
achievable accuracy in such input methods, the control-
display (C/D) ratio is often adjusted.
C/D ratio refers to the ratio of the movement in the
control device (e.g., mouse) to that in the display (e.g.,
cursor).
If the C/D ratio is low, the sensitivity of the control
is high and, therefore, travel time across the
display will be fast.
If the C/D/ ratio is high, sensitivity is low and,
therefore, the fine-adjust time will be relatively
fast.
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HUMAN BODY ERGONOMICS: Others
There are many cognitive, perceptual, and ergonomic
issues that have been leftout.
Learning and adaptation
Modalities other than the “big three”
(visual/aural/haptic-tactile),
such as gestures, facial expression, brain
waves, physiological signals (electromyogram,
heart rate, skin conductance), gaze, etc.
Aesthetics and emotion
Multitasking
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HCI DESIGN
HCI design is an integral part of a larger software
design (and its architectural development)
It is defined as the process of establishing the basic
framework for user interaction (UI), which includes
the following:
iterative steps
and activities.
It includes all of the preparatory activities required to
develop an interactive software product that will
provide:
High level of usability
Good userwww.tech-u.edu.ng
experience|
[email protected] when implemented.
HCI DESIGN: iterative steps
Requirements analysis:
Software design starts with careful analysis of
functional requirements.
For interactive software with a focus on the user
experience, we take a particular look at following:
functional-task requirements: Activated directly by
the user through interaction.
functional-UI requirements: functions important in
realizing certain user experience, even though
these maywww.tech-u.edu.ng
not be directly activated by the user.
|
[email protected] HCI DESIGN: iterative steps
Requirements analysis:
One such example is an automatic functional feature of
adjusting the display resolution of a streamed video
based on the network traffic.
It is not always possible to computationally separate
major functions from those for the user interface.
Certain functions have direct UI objectives.
Nonfunctional UI requirements, UI features that are not
directly related to accomplishing application task.
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HCI DESIGN: iterative steps
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HCI DESIGN: iterative steps
User analysis:
User analysis is an essential step in HCI design.
The results of the user analysis will be reflected back to
the requirements, and this could identify additional UI
requirements (functional or nonfunctional).
It is a process to reinforce the requirements analysis to
further accommodate the potential diversity of users.
For instance, a particular age group might necessitate
certain interaction features such as a large font size
and high contrast, or there might be need for a
functional UI feature to adjust the scrolling speed.
www.tech-u.edu.ng |
[email protected] HCI DESIGN: iterative steps
Scenario and task modeling:
Task analysis and modeling is important to user
analysis.
The crux of interaction modeling:
Identifying the application task structure
Sequential relationships between different
elements.
Given a crude task model, we can start to draw a more
detailed scenario or storyboard to envision how the
system would www.tech-u.edu.ng
be used, assess the appropriateness of
|
[email protected] HCI DESIGN: iterative steps
Scenario and task modeling:
This can be regarded as an iterative process to refine
the original rough requirements.
Through the process of storyboarding, a rough visual
profile of the interface can be sketched.
Furthermore, the storyboard will serve as another
helpful medium in selecting the actual software or
hardware interface.
Serves as a starting point for drawing the object-class
diagram, message diagrams, and use cases
www.tech-u.edu.ng |
[email protected] HCI DESIGN: iterative steps
Interface selection and consolidation:
For each of the subtasks and scenes in the storyboard
particularly software interface components choices will
be made.
Widgets,
Interaction technique (e.g., voice recognition),
Hardware sensors, actuators, buttons, display,
etc.
Note: Encountering some constraints (e.g. platform capability) may
deter the usage of some identified components or find alternatives.
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