Human [computer] interfaces - the car CSC 8008 John Shearer

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Human [computer] interfaces - the car CSC 8008 John Shearer

Human [computer] interfaces - the car Week 1 - this week – Explore the interfaces and interactions in a car (and their advantages and disadvantages) Week 2 - next week – Explore how this interfaces/interactions may change if under computer control Week 3 – Look into the future and imagine (and explore) how interfaces/interactions may be in a car in the future

Many interface aspects In a group find as many different examples as you can of physical controls and displays that are in a car: List them Try to group them, or classify them. Discuss whether you believe the control or display is suitable for its purpose

Car physical controls and displays

Controls Steering wheel Indicator stick Gear stick Lights Electric windows Displays Speedometer Rev counter Indicators Oil light, battery light

Steering wheel feedback resistance / force angle vibration

Indicator stick To turn an indicator on for left or right side the indicator needs to be moved up/down. This is not an intuitive working feedback state Auto return?

Gear Stick The gear shift knob requires considerable learning efforts for somebody new to the car. Instead of linear and simple gear shifts system dictates the user behaviour.

Display: Oil light, battery light What do these mean?

Speedometer

Human factors How well does the car work for normal users – How long does it take to learn? What about for non-normal users – Large, small people – Physically disabled people – etc.

Affordance Affordance is a quality of an object, or an environment, that allows an individual to perform an action. Fields: – perceptual psychology – cognitive psychology – environmental psychology – industrial design – human–computer interaction (HCI) – interaction design – artificial intelligence

Affordances as action possibilities Cognitive psychology - James Gibson Affordances as all "action possibilities" latent in the environment, objectively measurable and independent of the individual's ability to recognize them, but always in relation to the actor and therefore dependent on their capabilities. e.g. a set of steps which rises four feet high does not afford the act of climbing if the actor is a crawling infant. James J. Gibson (1977), The Theory of Affordances. In Perceiving, Acting, and Knowing, Eds. Robert Shaw and John Bransford James J. Gibson (1979), The Ecological Approach to Visual Perception

Affordances as perceived action possibilities Human–computer interaction (HCI), interaction design – Donald Norman Just those action possibilities that are readily perceivable by an actor dependent not only on the physical capabilities of an actor, but also the actor's goals, plans, values, beliefs, and past experiences. e.g. If an actor steps into a room with an armchair and a softball, Gibson's original definition of affordances allows that the actor may throw the recliner and sit on the softball, because that is objectively possible. Norman's definition of (perceived) affordances captures the likelihood that the actor will sit on the recliner and throw the softball. Effectively, Norman's affordances "suggest" how an object may be interacted with. For example, the size and shape of a softball obviously fits nicely in the average human hand, and its density and texture make it perfect for throwing. The user may also bring past experiences to bear with similar objects (baseballs, perhaps) when evaluating a new affordance. Donald Norman, The Design of Everyday Things.

Affordances of parts of a car In a group, select some parts/controls of a car, and list and discuss their affordances (as perceived action possibilities)