School of Computing AC303/AC507 Notes 3

Human-Computer Interaction & Usability Engineering

User Interface Styles and Support 1

Input

User Interface

The user interface is all the parts of the computer system that the user has contact with, through touch, sight or sound.

Examples:
Screen, data on screen, keyboard, mouse, user manual, training.

The interface should be designed so that the user can carry out tasks effectively and efficiently. A poorly designed interface can lead to loss of productivity, numerous errors and a fair amount of user frustration. Most interface designs are flawed and human users end up finding ways of coping with these flaws (another computer wouldn’t tolerate such design faults!).

Input is entering data and commands into the computer system. When considering how this is to be done, the designer should look at all the choices available.

Choice of Limb - the user can input data and commands with fingers, whole hands, arms and feet.
Type of Control - the control can be a keyboard, push button, slider, wheel, etc.
Method of Operation - what does the user do with the control? Pull it? Push it? Turn it?
Position of the Control - the designer has to decide where it will be, left, right, middle or back of the keyboard or control panel.
Label - what does the control do, the user needs to know.
Feedback of Operation - the user needs to know that the operation has worked (or otherwise).

Input Devices

Input devices are what the user controls to give data and instructions to the computer. The software transforms these into a form the computer can process. There are a variety of input devices that present opportunities and challenges to the system designers, but it is important to select the most appropriate one for the user, the task and the environment.

Examples:
A numeric keypad for telephone numbers, but a typewriter keyboard for text.
A speech input device would be most appropriate for people with arthritis, or where the user’s hands are busy.

In order to ensure that the input device adds to the success of the system, designers must look at these factors and consider the underlying issues such as speed, accuracy, fatigue, user satisfaction, etc.

Input Devices
Keyboard
The keyboard is still the most commonly used input device. Most computer keyboards are based on the key layout of typewriters (remember the typewriter?). Most of us are familiar with the QWERTY keyboard with which alphanumeric (words and numbers) data can be input rapidly by trained people. For a standard data entry keyboard, there are two alternatives to QWERTY. The Dvorak keyboard is designed for more efficient input, but would require retraining for QWERTY keyboard users.

Example:
The Dvorak keyboard is reckoned to reduce finger travel from 12 - 20 miles per 8 hour day to a little over one mile per day.

There is also the alphabetic keyboard which has the keys arranged in alphabetical order. This was designed for efficient input for non-trained users but, in practice, has proved no faster than QWERTY or Dvorak.
Other keyboards used for specific purposes are chord and numeric. One type of chord keyboard is used to record transcripts of court and parliamentary proceedings. Several keys are pressed simultaneously and the words are formed in short-hand type notation. Text can be entered very rapidly using these keyboards (200 w.p.m.), but much training is required to both input data and read the output. The piano is also a “chord” keyboard and is used to enter data into music synthesisers in a natural manner. Numeric keypads are used by both trained and untrained users to quickly key in numeric data. As well as numbers, it also has operator keys (plus, minus, multiply, divide), a decimal point key and an enter key.

Examples:
Telephone, calculator, Automated Teller Machines

Keyboards also have special function keys which perform actions rather than just enter data. Some of the function keys have specific actions; others can be programmed to perform a desired action, often a shortcut. Designers are increasingly relying on these function keys to make their design more efficient for the user.

Examples:
<CTRL> and C can be programmed to copy highlighted text. F4 can be programmed to repeat the last operation.

Finally, as well as having different layout of keys, keyboards also vary in shape and size to offer an alternative way of reducing risk of repetitive strain injury and/or increasing speed.

Mouse
The mouse is the most commonly used pointing device for inputting data and instructions (the keyboard equivalent being the cursor keys). Objects on the screen are manipulated by pressing one or more buttons embedded in the mouse and the user moves the mouse around on a flat surface to generate cursor movement.
The mouse is highly versatile and is not fixed, unlike the trackball and joystick which are in fixed sockets. A mouse may be mechanical (with a small ball) or optical (with optical sensors) which requires a special pad to help track movements.
Mice are good in small spaces, but a disadvantage is that drawing with a mouse is very difficult.

Roller Ball
A roller ball is a bit like an upside down mechanical mouse. The ball is on the surface and the user manipulates the pointer on the screen by rotating the ball. This device can also be an integral part of the computer keyboard.

Example:
Laptops often have a roller ball as part of the keyboard.

Mouse Button
A mouse button can speed up input as it saves time moving the hand away from the keyboard. The mouse button is on the keyboard and responds to pressure applied by the user. The button is in line with the home keys so it can be easily reached with the index fingers. There are also buttons lower down that can be pressed with the thumbs for making selections, etc.

Example:
The Toshiba MousePoint® is rapidly gaining popularity with users because of the time saving factor and also because it does not require a separate surface.

Speech Recogniser
Speech recognition as a method of input has potential advantages over other input devices. It allows the user more freedom because it frees the hands to perform other tasks. Also people with visual impairments or with severe motor impairment can gain access to technology which would otherwise be inaccessible for them.
The main drawback is that speech recognisers have difficulty distinguishing between similar sounding works and phrases. If they do get the right words, they then have difficulty interpreting them. There is also a big problem with interference from background noise unless a telephone-style handset or a headset are used. For these reasons, speech recognition is only being used at the moment for very specialised tasks.

Examples:
Isolated word recognition or recognising the voice of a single user, simple telephone database enquiries.

Touch Sensitive Screen
A touch screen device produces an input signal in response to a touch or movement of the finger on the display. Again, this is a fairly natural form of communication and is easy to use for people with no computer experience.

Example:
Monopoly quiz machine in pub - the user is offered a choice of answers to a given question and points to one of the answers.

Footmouse
Another pointer which works similarly to the mouse is the foot mouse This is a pedal that pivots with feet movements, moving the cursor on the screen correspondingly. This input device leaves the hands free for other tasks.

Automatic Scanner
Automatic scanners are useful because they require little or no action by the user once the data has been recorded. The three main types of scanners are:
1. Document scanner which is useful for inputting large amount of text. It is a high speed scanner which reads whole pages. It is also useful for diagrams and pictures.
2. Bar-code reader which is useful for a small amount of fixed data. The data is stored in a black and white magnetic bar code and is read in via a gun-like device being passed over or held over the bar code.

Example:
Supermarket checkouts

3. Optical character reader which is useful for reading in a variety of hand-written characters (or marks). A variation of this is magnetic ink character recognition which reads in characters printed using special ink. This is more reliable than optical character reader.

Example:
Data at bottom of cheque.

Marked Card Reader
The marked card reader is used where there is a limited set of options for input. A prepared card has the options printed on it and the user marks the card in the appropriate place to make a selection.

Example:
1. The National Lottery. Users select 7 numbers on a card which has the first 40 numbers on it. The ink marks made are registered by the computer and the chosen numbers are printed onto a separate piece of paper.

Eye Tracking
Like speech recognition, eyetracking allows input where the user’s hands are occupied or disabled. It works by recording eye movements in reflected light from the eye. The user must keep a stable image on the central part of the retina which is not easy, especially if the targets are very small. Head movement can also be monitored.

Data Glove
A data glove is a wired glove that allows the user to manipulate objects by apparently grasping objects in 3 dimensional space. This is currently being researched to discover its possibilities. As with other gesture devices, there is a transmitting device (i.e. the glove) and a receiving device (a magnetic field associated with the computer).

Other Input Devices
Other input devices include: the graphics table which allows graphics to be input with movement of the finger across a flat panel; the light pen which emits a light beam and is used to point at a vertical plane; the pen and notepad which allows free-hand drawing and writing to be input using a small electronic notebook; and video which is used where video images are required.

Visual Output Devices
A major design decision is which form of output to use in your system. Output can be visual or non-visual and suitability of each can be affected by the environment of the user.

Examples:
Screen output may be difficult to view by a significant portion of users who have visual impairment such as near-sightedness or colour blindness. There is also bad lighting, flickering screens and eye fatigue to consider.

Auditory output may be difficult to hear in a noisy environment or by a user who has a hearing impairment and auditory data can be much more difficult to assimilate than visual data.

Example:
Remembering early items in a spoken menu.

There are a selection of output devices that can be used to pass output to the user, the most commonly used being the screen and the printer. It is important that the designer should select the most appropriate output device for the intended users of the application and their environment.

Screen
Screen vary in resolution and price. An expensive, high resolution screen can allow high quality graphics to be displayed in colour.

Printer
Again, price can be equated with quality. Inkjet and laser printers give high quality (sometimes colour) output, but are expensive. Dot matrix and character printers are cheaper and the quality variable but of a lower standard.

Plotter
This is a device where different pens are used to produce coloured output. Suitable for maps and other precision continuous output.

Microfilm (Microfiche)
Data is stored on film and magnifiers are required to read the data. This output is more suitable for long term storage of high volume data.

Video
Video output is in its infancy, but promises to have an impact. In future an error message may be a video of a person telling you you’ve erred. Diplomacy on the part of the designers will be required!!

Non-Visual Output Devices
Speech
Speech output devices are very useful in circumstances where visual output cannot be used effectively. They also allow visually impaired users to get output and feedback from a computer which would otherwise be denied.

Example:
A screen may display an egg timer or a clock to let the user know the system is doing something. Sound could be used in this instance in the form of ticking. This would let the user know to wait because something is happening. Or a voice could say “please wait” (it should be recognised, however, that badly spoken output is more annoying than badly designed text output).

As with speech input, speech output is a more accepted form of communication. It also leaves the users hands free and allows the user to move away from the terminal and still get the output. Unfortunately, it requires higher bandwidth and more memory than corresponding text.
At the moment, the quality of speech output leaves a lot to be desired, but research continues and improvements are rapidly taking place.
There are three types of speech output, concatenation, synthesis-by-rule and recorded speech.
Concatenation is limited and tends to be used in applications where less than 200 words are required. It operates by having digitally recorded fragments of speech which are reassembled into words and sentences and played back.

Examples:
Speaking clock, telephone information such as changed numbers.

Synthesis-by-rule has the potential for use with application needing a wide range of vocabulary. It involves having a database of sounds which are synthesised into words and sentences using rules of phonemics and rules that relate to the context of a phrase or sentence. At the moment, the speech output using this type of speech device can sound very synthetic, despite the fact that the pitch and tone can be varied. This is the area where improvement is coming through research.
Recorded speech is the highest quality but, if it requires large amounts of storage on the computer, it is thus useful for only limited messages.

Tactile Output
Devices are being used to provide output using the sense of touch. This is mainly useful for visually impaired users.

Example:
Braille output

Real-Time Output
In addition to messages and general text, visual output on a screen may take the form of numerical data, animated icons and representations of dials, scales and pointers. These latter methods allow the user to scan the screen and take in information without having to read any text. There are several factors to consider when designing real-time output:

Accuracy
The designer has to consider how accurate the data is required to be and what is an acceptable error margin.

Example:
The height of an aircraft would be required to be as accurate as possible whereas the temperature of a furnace need only be in the correct region.

Change
The designer should also consider how to display the rate of change and in which direction the change is happening. Some displays show this with clarity while others make the interpretation of data very difficult. The relationship with the real world should also be taken into account.

Example:
When designing a display which represents railway signals the designer should ensure it relates to the geographical location.
Visibility
Make sure the information you want to be noticed can be seen clearly at the distance the user is normally positioned.

Example:
In some systems text is too small or the display is so cluttered that important data is not easy to find.

Psychometric Clues
Information from a display is often contradicted by information from the rest of the body. This can cause nausea and vertigo.

Example:
Virtual reality and theme park games.

A major decision is whether or not to display numerical data in digital or analogue form. These have advantages and disadvantages:

Interpretation Time
Analogue displays take longer to interpret than digital.

Example:
On a digital device, you are given the information immediately rather than having to decide which number the pointer is pointing to.

Accuracy
It is not always obvious how accurate the information is on an analogue display. On a digital display, however, the degree of accuracy is clear.

Example:
A digital display may say 3.23745.

Errors
It is easier to make an enormous error with a digital display. With analogue displays any error is more likely to be quite small.

Example:
Glancing at a hotel’s digital clock when you have jet lag - you can completely misinterpret the true time. If it’s analogue, only likely to be out by an hour at most.

Change
It is much easier to see the direction and rate of change on an analogue display. On a digital changes can be difficult to read - if not impossible.

Range
On an analogue display the range of the viewing distance is large compared to that of a digital display.

Scanning
If there are several analogue displays, it is easy for the user to scan these quickly to look for any irregularities (particularly when the design is consistent). Scanning digital displays is much more difficult.

Arithmetic
There is more mental arithmetic required when using digital displays. With analogue it is much easier to see differences at a glance.

Example
If you want to know how long you have before a 2 o’clock appointment, a 1.37 display on your watch will require you to do a small sum to calculate this.

Resistance
Resistance is any force which slows or hampers movement. In relation to keys, joysticks, roller balls, etc., there must exist a compromise. We don’t want the input device to have so little resistance that it moves on its own, but we don’t want it to have so much that it is hard to manipulate. Ideally, we want it to have the right amount of resistance so that it isn’t tiring to use, but isn’t moved accidentally at the slightest touch.

Example:
The keys on the keyboard should have enough resistance to allow the users to rest their fingers on the keys without actually typing anything.

The amount of resistance present is dependent on who the operator is, where the operator is positioned in relation to the device and the direction and duration of the movement applied. It is also dependent on how frequently it is used.

There are different types of resistance, two of these being frictional and elastic. Frictional resistance is the resistance encountered when one object rubs against another.

Example:
The mouse meets frictional resistance against the mouse mat. However, when you let go of the mouse, it stays in the position you have put it.

Elastic resistance is the resistance that forces an object back to its original position after movement.

Example:
A joystick has elastic resistance. When you move the stick to a position then let go, it automatically goes back to the central position.

It should be noted that better quality QWERTY keyboards have been designed to incorporate negative resistance. This means the keys are actually more resistant when you first start pressing them, then they become easier the nearer you are to the keystroke. This prevents “ghost” typing - you know when you’ve actually typed something.

On to the next chapter ... User Interface Styles And Support 2