Human-Computer Interaction - how to acquire design knowledge - Prof. dr. Matthias Rauterberg Faculty of Industrial Design Technical University Eindhoven.

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Human-Computer Interaction - how to acquire design knowledge - Prof. dr. Matthias Rauterberg Faculty of Industrial Design Technical University Eindhoven The Netherlands

© M. Rauterberg, TU/e2 What is Human-Computer Interaction about? system user Working domain Working system Goal: Actual Performance => Desired Performance

© M. Rauterberg, TU/e3 Interface Design or Interaction Design? userinteractionsystem

© M. Rauterberg, TU/e4 HCI Research Line: basic cycle Design relevant knowledge [empirical] validation Interactive systems synthesisanalysis

© M. Rauterberg, TU/e5 NUI: The First Round Tangible interaction Expert Interview Digital Desk

© M. Rauterberg, TU/e6 The Digital Desk from Pierre Wellner in 1991 Pierre Wellner The DigitalDesk is built around an ordinary physical desk and can be used as such, but it has extra capabilities. A video camera is mounted above the desk, pointing down at the work surface. This camera's output is fed through a system that can detect where the user is pointing (using an LED-tipped pen) and it can recognise the documents that are placed on it. The more advanced version also has a computer-driven projector mounted above the desk enabling electronic objects to be projected onto real paper documents -- removing the burden of having to switch attention between screen and paper and allowing additional user-interaction techniques. [invented and built by Pierre Wellner, Xerox EuroPARC] Video clip

© M. Rauterberg, TU/e7 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! –“Interlacing the display and manipulation space” (Djajadiningrat, 1998) What is a design principle?

© M. Rauterberg, TU/e8 Natural User Interfaces (NUI) : design constrains No technical equipment inside the body space of the user! 2. design requirement Perception space and action space must coincide! 1. design requirement

© M. Rauterberg, TU/e9 NUI: The Second Round Design principle Field experiment Digital Playing Desk

© M. Rauterberg, TU/e10 Tic-Tac-Toe with four interaction styles Video clip

© M. Rauterberg, TU/e11 Digital Playing Desk (DPD) Video clip

© M. Rauterberg, TU/e12 User Studies with the DPD Video clip

© M. Rauterberg, TU/e13 Empirical Results: Playing time per game

© M. Rauterberg, TU/e14 computer win remis user win Cell Line Chart for "winning chance" Grouping Variable(s): Interface type Error Bars: ± 1 Standard Deviation(s) CIMITIDPD P<.001P<.080P<.020 P<.802 P<.001 P<.007 Empirical Results : winning chance per dialog technique

© M. Rauterberg, TU/e15 NUI: The Third Round User study Build-It systems Prop Design

© M. Rauterberg, TU/e16 The Build-It System Bichsel, Fjeld & Rauterberg 1997 Video clip

© M. Rauterberg, TU/e17 18th Century: tool production The Build-It tangible props

© M. Rauterberg, TU/e18 NUI interaction props: user study Props design factors: form, size, material and metaphor:  An experiment was carried out to explore different design strategies.  Tasks were based on initial planning of an interior architecture.  Focus of the experiment was subjective opinion (n=12) about the bricks.  The bricks were ranked by user performance before (first number) and after (second number) task solving activity.

© M. Rauterberg, TU/e19 NUI: The Fourth Round Experiment Build-It systems Navigation Design

© M. Rauterberg, TU/e20 The Build-It System Fjeld, Bichsel & Rauterberg 2001 Video clip

© M. Rauterberg, TU/e21 Navigation Design: experimental results Dependent variable: Trial completion time (tct) Plan view method: No significant effect. Side view method: Scene Handling (SH: tct=150 s) gave better performance than View Handling (VH: tct=183 s). Other effects: Trial (learning effect) and task had a significant effect.

© M. Rauterberg, TU/e22 NUI: The Fifth Round Experiment VIP system 3D interaction

© M. Rauterberg, TU/e23 VIP: tangible interaction props Aliakseyeu, Martens, Subramaniam & Rauterberg 2002 Video clip

© M. Rauterberg, TU/e24 Further Developments Empirical validation Additional interaction techniques, e.g. speech input full 3D interaction possibilities video conferencing functionality for distributed cooperation

© M. Rauterberg, TU/e25 GUI versus NUI interaction models Ullmer & Ishii, 2000 model controlview INPUTOUTPUT physical digital model control Non graspable representation graspable representation INPUT / OUTPUT

© M. Rauterberg, TU/e26 Design Metaphors Channel Tool Substitute long time ago2000 history

© M. Rauterberg, TU/e27 Trend in Interface Design

© M. Rauterberg, TU/e28 time mechanical style electronic style mechatronic style

© M. Rauterberg, TU/e29 time mechanical style electronic style mechatronic style active forms (smart memory alloys) given forms (ubiquituous computing) channel forms (e.g. PC, TV, Radio, etc) connected forms (ambient intelligence) dedicated form (e.g. typewriter, etc)) Design trends

© M. Rauterberg, TU/e30 Thank you for your attention More at