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Week-4-CSC442-HCI

The document covers the concepts of tactile and haptic interfaces in Human-Computer Interaction (HCI), focusing on their definitions, parameters, and applications. It discusses ergonomics, particularly Fitts's Law and motor control, emphasizing the importance of designing user interfaces that are comfortable and efficient. Additionally, it outlines the iterative steps involved in HCI design, including requirements analysis, user analysis, and scenario modeling.

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Uthman Oguntola
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0% found this document useful (0 votes)
6 views29 pages

Week-4-CSC442-HCI

The document covers the concepts of tactile and haptic interfaces in Human-Computer Interaction (HCI), focusing on their definitions, parameters, and applications. It discusses ergonomics, particularly Fitts's Law and motor control, emphasizing the importance of designing user interfaces that are comfortable and efficient. Additionally, it outlines the iterative steps involved in HCI design, including requirements analysis, user analysis, and scenario modeling.

Uploaded by

Uthman Oguntola
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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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

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
Tactile and Haptic:
Haptic and Haptic Display Parameters

www.tech-u.edu.ng | [email protected]
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:
www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
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

www.tech-u.edu.ng | [email protected]
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.

www.tech-u.edu.ng | [email protected]
HCI DESIGN: iterative steps

www.tech-u.edu.ng | [email protected]
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.
www.tech-u.edu.ng | [email protected]

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