

chap 7
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Sue Ismail
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1
Designing the User Interface : Strategies for
Effective Human-Computer Interaction
Sixth Edition
Chapter 7
Direct Manipulation and
Immersive Environments
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
2
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Direct Manipulation and Immersive
Environments
Topics
1. Introduction
2. What is Direct Manipulation?
3. Some examples of Direct Manipulation
4. 2D and 3D Interfaces
5. Teleoperation and Presence
6. Augmented and Virtual Reality
3
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Introduction
• Positive feelings associated with good user
interfaces
– Mastery of the interface
– Competence in performing tasks
– Ease in learning the system originally and in
assimilating advanced features
– Confidence in the capacity to retain mastery over time
– Enjoyment in using the system
– Eagerness to show the system off to novices
– Desire to explore more powerful aspects of the
system
4
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Principles of Direct Manipulation
1. Continuous representations of the objects and actions
of interest with meaningful visual metaphors.
2. Physical actions or presses of labeled buttons, instead
of complex syntax.
3. Rapid, incremental, reversible actions whose effects on
the objects of interest are visible immediately.
5
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Attributes of Direct Manipulation (1 of 4)
•Novices can learn basic functionality quickly, usually through a demonstration by
a more experienced user
•Experts can work rapidly to carry out a wide range of tasks, even defining new
functions and features
– Knowledgeable intermittent users can retain operational concepts
– Error messages are rarely needed
•Users
– Immediately see whether their actions are furthering their goals, and, if the
actions are counterproductive, they can simply change the direction of their
activity
– Experience less anxiety because the interface is comprehensible and
because actions can be reversed easily
– Gain a sense of confidence and mastery because they are the initiators of
action, they feel in control, and they can predict the interface’s responses
6
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Attributes of Direct Manipulation (2 of 4)
• One way of trying to understand and categorize the direct
manipulation metaphor is by looking at the translational
distance between users and the representation of the
metaphor, which will be referred to as strength
– Strength can be perceived along a continuum from
weak to immersed
– This can be further described as the level of
indirectness between the user’s physical actions and
the actions in the virtual space
7
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Attributes of Direct Manipulation Systems
(3 of 4)
• Multi-touch allows new actions to be assigned to various
combinations of finger touches
– The 2-finger actions like zoom in/out are intuitive, but
others must be learned and take longer to discover
– This accounts for why a young child can easily learn
to tap, change screens, and touch on a tablet (the
intuitive actions), but does not have the skills to re-
arrange the icons on the screen (the learned actions)
8
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Attributes of Direct Manipulation Systems
(4 of 4)
• Examples of Translational Distances
– Weak - early video game controllers
– Medium - touch screens, multi-touch
– Strong - data glove, gesturing, manipulating tangible
objects
– Immersive - virtual reality, oculus rift
https://www.oculus.com/en-us/press-kit-hardware/
9
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Direct Manipulation Systems (example)
(1 of 5)
• Three users working concurrently on a large tabletop
touch device.
– They can use their hands and fingers to manipulate
the objects on the device
– Note the use of the different hand gestures
10
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Direct Manipulation Systems (example)
(2 of 5)
• A tangible user interface for molecular biology, developed in
Art Olson’s Laboratory at The Scripps Research Institute
– Utilizes auto-fabricated molecular models tracked with the
Augmented Reality Toolkit (from the University of
Washington Human Interface Technology Lab)
– The video camera on the laptop captures the molecule’s
position and orientation, enabling the molecular modeling
software to display information such as the
attractive/repulsive forces surrounding the molecule
11
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Discussion of Direct Manipulation
Problems with direct manipulation
• Spatial or visual representations can be too spread out
• High-level flowcharts and database-schema can become
confusing
• Designs may force valuable information off of the screen
• Users must learn the graphical representations
• The visual representation may be misleading
• Typing commands with the keyboard may be faster
12
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Direct Manipulation Systems (example)
(3 of 5)
• GPS solutions
– This is a screenshot from Google StreetView of the inside of the
University Center at Nova Southeastern University in Florida
– On the bottom is a scrollable image of other views on campus. In
the left hand corner is a more conventional static map showing
the physical street location of the campus
– Users can move the “person” to a different location on campus
and the views will change accordingly
13
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Direct Manipulation Systems (another
example) (4 of 5)
• Video games
– Woman playing World of Warcraft, using both her
keyboard and mouse, while hearing sounds of the
game via her headset
14
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Direct Manipulation Systems (another
example) (5 of 5)
• 3D Printing
– This shows astronaut (Bruce Wilmore) onboard the International
Space Station with the ratchet wrench that was created with
Made in Space’s 3D printer
– This device was designed, qualified, tested, and printed in space
in less than one week
15
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
DISCUSSION
• An airline company is designing a new on-line reservation
system. They want to add some direct-manipulation
features. For example, they would like customers to click
a map to specify the departure cities and the
destinations, and to click on the calendar to indicate their
schedules. From your point of view, list one benefits and
one problems of the new idea compared with their old
system, which required the customer to do the job by
typing text.
16
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2D and 3D Interfaces
• “Pure” 3D interfaces have strong utility in some contexts,
for example:
– Medical
– Product design
– Scientific visualization
• In some situations, 2D may actually be preferable to
simplify interactions
• The power of 3D interfaces lies in applying them in the
appropriate domain or context where the added
dimension provides more understanding and improves
task outcomes
17
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3D Interfaces (1 of 4)
• By using a medical simulation inserted into a large scale
visualization (using CAVE technology), physicians were
able to find a solution, that would not have been possible
without doing the actual surgery
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3D Interfaces (2 of 4)
Features for effective 3D
– Use occlusion, shadows, perspective, and other 3D techniques carefully
– Minimize the number of navigation steps for users to accomplish their
tasks
– Keep text readable
– Avoid unnecessary visual clutter, distraction, contrast shifts, and
reflections
– Simplify user movement
– Prevent errors
– Simplify object movement
– Organize groups of items in aligned structures to allow rapid visual
search
– Enable users to construct visual groups to support spatial recall
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3D Interfaces (3 of 4)
Guidelines for inclusion of enhanced 3D features:
– Provide overviews so users can see the big picture
– Allow teleoperation
– Offer X-ray vision so users can see into or beyond
objects
– Provide history keeping
– Permit rich user actions on objects
– Enable remote collaboration
– Give users control over explanatory text and let users
select for details on demand
– Offer tools to select, mark, and measure
20
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3D Interfaces (4 of 4)
Guidelines for inclusion of enhanced 3D features
(continued):
– Implement dynamic queries to rapidly filter out
unneeded items
– Support semantic zooming and movement
– Enable landmarks to show themselves even at a
distance
– Allow multiple coordinated views
– Develop novel 3D icons to represent concepts that
are more recognizable and memorable
21
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Teleoperation and Presence
• Two “parents”:
– direct manipulation in personal computers
– process control in complex environments
• Physical operation is remote
• Complicating factors in the architecture of remote
environments:
– Time delays
▪ transmission delays
▪ operation delays
– Incomplete feedback
– Feedback from multiple sources
– Unanticipated interferences
22
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Teleoperation and Presence (example) (1 of 2)
• Nurse demonstrates using the Telehealth cart otoscope to
conduct a real-time tympanic (ear) membrane exam
• On screen is Physician Assistant who, from a remote location,
can see and evaluate the patient and provide an appropriate
plan of care
23
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Teleoperation and Presence (example) (2 of 2)
• Immerse Board allows two users to be co-located and
work on the same shared screen
24
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Augmented and Virtual Reality
• Virtual reality breaks the physical limitations of space and
allow users to act as though they were somewhere else
• Augmented reality shows the real world with an overlay of
additional overlay
• Situational awareness shows information about the real
world that surrounds you by tracking your movements in
a computer model
• Augmented reality is an important variant
– Enables users to see the real world with an overlay of
additional interaction.
25
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Augmented and Virtual Reality (example)
(1 of 4)
• Homeowner can fix plumbing problem, with guidance and direction
from plumber
• Plumber (actually Dad) and plumbing problem are not in the same
location, but by use of augmented reality, both people can clearly see
the problem and give directions as to how to resolve it
26
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Augmented and Virtual Reality (another
example) (2 of 4)
• Using augmented reality overlays, various points of interest can be
shown on a mobile phone
• Icons represent the type of place (food, shopping, etc.) and distances
from the current location
• Links are provided to user reviews
27
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Augmented and Virtual Reality (another
example) (3 of 4)
• Customers can use their personal mobile devices to pull
up objects from the IKEA Catalog and see how the
various items would look in their own house
28
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Augmented and Virtual Reality (another
example) (4 of 4)
• Image of a virtual meditative world that users can use for engaging in
meditation activities
– The virtual world has sounds
– They change with each chakra (stage) of the meditation process
– This is an application of positive computing
29
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
Copyright
Designing the User Interface : Strategies for
Effective Human-Computer Interaction
Sixth Edition
Chapter 7
Direct Manipulation and
Immersive Environments
Copyright © 2017 Pearson Education, Inc. All Rights Reserved
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