physical input and tangible computing
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Physical Input and Tangible Computing Bjrn Hartmann (bjoern@cs) 08 - PowerPoint PPT Presentation

stanford hci group / cs147 Physical Input and Tangible Computing Bjrn Hartmann (bjoern@cs) 08 November 2006 http://cs147.stanford.edu Learning Goals Be familiar with the space of input devices, their properties and tradeoffs Be able


  1. stanford hci group / cs147 Physical Input and Tangible Computing Björn Hartmann (bjoern@cs) 08 November 2006 http://cs147.stanford.edu

  2. Learning Goals � Be familiar with the space of input devices, their properties and tradeoffs � Be able to assess what devices will have the best performance for desired users, tasks, and settings � Be inspired to think beyond today’s GUI paradigm 2

  3. Input Device Issues � What actions does it afford? � What resolution/sensitivity does it offer? � What dexterity does it require/allow? � What is it efficient/inefficient at doing? � What interaction techniques is it suitable for? � What are its ergonomic advantages and problems? 3

  4. (cc) Image by flickr user John Pastor

  5. [O’Sullivan] 5

  6. Keystroke Devices � Array of Discrete Inputs � Many variants of form and key layout � Can be one-handed or two � Wide range of sizes � Two-hand full keyboard is relatively standardized, Less standardization on others: Command keys, generic function keys, cursor movement, numeric keypad,... � Take advantage of procedural memory � Power law of practice T = aP b 6

  7. Keyboards

  8. Key Layouts

  9. One Hand Keysets (Chording, Multipress) � Chording Engelbart – Chording Keyset Twiddler � Multi-press mappings � Ambiguity resolution (T9) 10

  10. Pointing Devices 11 (cc) Flickr photo by Mike fj40

  11. Pointing/Marking Devices Representative Tasks � Target acquisition � Steering / positioning � Freehand drawing � Drawing lines � Tracing and digitizing � Clicking, Double-clicking, dragging � Gesture � Text entry (handwriting) 12

  12. A design space of input devices… Card, S. K., Mackinlay, J. D., and Robertson, G. G. 1991. A morphological analysis of the design space of input devices. ACM Trans. Inf. Syst. 9, 2 (Apr. 1991), 99-122. DOI= http://doi.acm.org/10.1145/123078.128726

  13. The Mouse (Indirect device) 3 button SRI mouse, 1968 The First Mouse (Stanford Research Institute, 1964)

  14. How the Mouse Works Wheel mouse Ball mouse 15

  15. How the Mouse Works Optical http://www.spritesmods.com/?art=mouseeye 16

  16. Ergonomic Mice 17

  17. Trackball, Trackpad 18

  18. Trackpoint � Indirect, force sensing, velocity control � Nonlinear transfer function Velocity Force 19 (cc) Image by flickr user tsaiid

  19. Joysticks (cc) Image by flickr user seanaes 20

  20. Tablet (Indirect) � Indirect, position sensing, absolute, control of cursor position � Some support bimanual input 21

  21. Pen-Based Computers 22

  22. Light Pen Sage Air Defense System, 1950s Sketchpad, 1963 Whirlwind Light Gun, 1952 23

  23. Sketchpad Video

  24. Pen-based Computers Palm Pilot Vadem Clio Apple Newton Buxton and Fitzmaurice GO PenPoint 25

  25. Touch Screen 26

  26. Tracking Pointers Brain Eye 27

  27. Fitts Law � MT = a + b log 2 (A/W + 1) � Target acquisition time is proportional to the log of the ratio of the Distance to the Width of the target � Applies to position control devices � Same for direct and indirect � How does it apply to all the others? 28

  28. A design space of input devices… Card, S. K., Mackinlay, J. D., and Robertson, G. G. 1991. A morphological analysis of the design space of input devices. ACM Trans. Inf. Syst. 9, 2 (Apr. 1991), 99-122. DOI= http://doi.acm.org/10.1145/123078.128726

  29. 5

  30. [O’Sullivan] 33

  31. Hands

  32. Doing Multiple Things at Once

  33. Visibility

  34. 3D and Haptic Phantom DataGlove CyberGrasp DaVinci 37

  35. Position+Orientation: Nintendo Wii

  36. Position+Orientation: Nintendo Wii

  37. Tangible User Interfaces � Augment the physical world, integrating digital information with everyday physical objects � Generally, physical input controls graphical or audio output 40

  38. Digital Tape Drawing Video

  39. IO Brush Kimiko Ryokai et al, MIT Media Lab 42

  40. IO Brush Video (didn’t work)

  41. Tobopo Hayes Raffle, Amanda Parkes, MIT Media Lab 44

  42. Topobo Video

  43. Mixing paper and computers Books with Voices Designers’ Outpost 46

  44. Outpost video

  45. DIY How hard is it to build your own input device?

  46. Example from CS247

  47. Palette Video

  48. Exemplar Video

  49. http://ccrma.stanford.edu/courses/250a/ 53

  50. stanford hci group / cs147 http:// hci.stanford.edu http://cs147.stanford.edu

  51. Things I didn’t get to show

  52. MetaDesk Video

  53. Anoto Pattern digital pen technology 57

  54. Multi-touch

  55. FTIR video

  56. Collaborative e.g., DiamondTouch

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