SONGONUGA EMILIA ACCOUNTING 12/SMS02/084. 1. Introduction One goal of human-computer interaction research is to reduce the demands on users when using.

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Presentation transcript:

SONGONUGA EMILIA ACCOUNTING 12/SMS02/084

1. Introduction One goal of human-computer interaction research is to reduce the demands on users when using the computer. This can be done by reducing the perceptual and cognitive resources required to understand the interface or by reducing the motor effort to use the interface. The introduction of alternative input devices, such as the mouse and joystick, significantly improved some user interfaces. The touchscreen combines the advantages of these other devices with a very direct method of inputting information. Users simply point at the item or action of interest, and it is selected. While many input devices allow interfaces to be customized, increased directness distinguishes touchscreens. Touchscreens are easy to learn to use, fast, and result in low error rates when interfaces are designed carefully. Many actions which are difficult with a mouse, joystick, or keyboard are simple when using a touchscreen. Making rapid selections at widely separated locations on the screen, signing your name, dragging the hands of a clock in a circular motion are all simple when using a touchscreen, but may be awkward using other devices. Even when a task can be accomplished with other input devices, users may have to clear their workspace for the mouse or press many keys to move the cursor.

A touchscreen is an electronic visual display that the user can control through simple or multi-touch gestures by touching the screen with a special stylus/pen and-or one or more fingers. Some touchscreens use an ordinary or specially coated gloves to work while others use a special stylus/pen only. The user can use the touchscreen to react to what is displayed and to control how it is displayed (for example by zooming the text size). The touchscreen enables the user to interact directly with what is displayed, rather than using a mouse, touchpad, or any other intermediate device (other than a stylus, which is optional for most modern touchscreens). Touchscreens are common in devices such as game consoles, personal computers, tablet computers, and smartphones. They can also be attached to computers or, as terminals, to networks. They also play a prominent role in the design of digital appliances such as personal digital assistants (PDAs), satellite navigation devices, mobile phones, and video games and some books (Electronic books). The popularity of smartphones, tablets, and many types of information appliances is driving the demand and acceptance of common touchscreens for portable and functional electronics. Touchscreens are found in the medical field and in heavy industry, as well as for automated teller machines (ATMs), and kiosks such as museum displays or room automation, where keyboard and mouse systems do not allow a suitably intuitive, rapid, or accurate interaction by the user with the display's content. Historically, the touchscreen sensor and its accompanying controller-based firmware have been made available by a wide array of after-market system integrators, and not by display, chip, or motherboard manufacturers. Display manufacturers and chip manufacturers worldwide have acknowledged the trend toward acceptance of touchscreens as a highly desirable user interface component and have begun to integrate touchscreens into the fundamental design of their products.

Touchscreens have long been thought of as being simple to use. Unfortunately they have a reputation as being practical only for selecting large targets and as being error prone. Recent empirical research, as well as advances in touchscreen hardware, have dramatically improved the performance of touchscreens and the range of applications for which they can be advantageously used. Even with these advances, today most touchscreen applications emphasize the metaphor of Page 3 A new era for touchscreen applications ‘buttons’ being pressed on the screen. Tasks such as dragging an object on the screen, moving the marker on a slider, or free hand drawing are rarely attempted with touchscreens, but we believe that touchscreens can excel in such cases. This chapter presents recent empirical research which can provide a basis for theories of touchscreen usage. We believe recent improvements warrant increased use of touchscreens. Human factors specialists, psychologists, and computer scientists have a grand opportunity to influence further developments and refine theories in these new domains.

Advantages Directness: One of the biggest benefits of a touchscreen is its directness. Unlike indirect devices such as a mouse, joystick, or keyboard, touchscreen users simply point at the desired object, and it is selected. There is no need to remember a complex syntax, search for the input device, remove visual focus from the objects of interest, or press multiple keys to move the cursor. More importantly, there is no need for users to map hand motions to cursor motions, as required by many other input devices. Sliding, dragging, and gestural input also benefit from the touchscreen directness. Speed: The touchscreen is the fastest selection device for many tasks. Users do not need to reach for the input device when it is time to make a selection as they often do with a mouse or lightpen. An additional advantage in many situations is the lack of a cursor when users are not touching the screen. Users simply touch the desired location rather than touching a cursor and dragging it to the desired location. And many more

Low resolution: This is one of the biggest misconceptions about touchscreens. Many people have reported on the low resolution of touchscreens. Some researchers have claimed that the resolution of a touchscreen is limited by the size of users’ fingers, and others have claimed that selection of single characters would be slow if it was even possible. Recent research has shown that targets as small as 0.4x0.6mm could be selected with touchscreens (Sears & Shneiderman, 1990). The same research concluded that targets 1.7x2.2mm could be selected as fast with a touchscreen as they could with a mouse, with similar error rates. Arm fatigue: This could be one of the most significant problems with touchscreens. Using a touchscreen at the angle most monitors are currently mounted can lead to arm fatigue, making them difficult to use for extended periods of time. Renewed interested in reducing fatigue appears to have resulted in A new era for touchscreen applications -4. simple changes to the touchscreen position that will significantly reduce this problem