Multi-touch Interaction Device capabilities Input & interaction - - PowerPoint PPT Presentation

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Multi-touch Interaction Device capabilities Input & interaction - - PowerPoint PPT Presentation

Multi-touch Interaction Device capabilities Input & interaction Design guidelines 1 Desktop and Mobile 2 Mobile Design Implications Limited resources (memory, storage, battery) - Intensive tasks need to be done offline or preprocessed


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Multi-touch Interaction

Device capabilities Input & interaction Design guidelines

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SLIDE 2

Desktop and Mobile

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Mobile Design Implications

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  • Limited resources (memory, storage, battery)
  • Intensive tasks need to be done offline or preprocessed
  • Single application model (i.e. one foreground app, few background)
  • Small screen (different sizes, orientations supported)
  • Limits interaction but also limits processing requirements
  • Touch input (restricted input)
  • Drawing with a finger is difficult! (more on this later)

 Big implications for UI programming model

Design is about constraints (things you have to do and things you can’t do) and tradeoffs (the less-than-ideal choices you make to live within the constraints).”

  • Steve Krug
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SLIDE 4

The Shift to Multitouch Input

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  • Smartphones, tablets and many devices

rely on touch screens (aka multitouch input). Touch screens combine input and

  • utput :
  • ptimizes the display/output area
  • It allows interfaces to be completely

customized for a specific application.

  • No external input device required!
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SLIDE 5

Capacitive Touch Screen Technology

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  • Finger changes material capacitance
  • Surface Capacitance
  • voltage applied to conductive material creates electrostatic field
  • a finger touch basically creates a capacitor at that point
  • measure effective capacitance at four corners to localize touch
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SLIDE 6

Capacitive Touch Screens

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  • Finger changes material capacitance
  • Projective Capacitive (PCT, PCAP)
  • X-Y grid of thin wires or electrodes (driving lines, sensing lines)
  • a capacitor at each wire intersection
  • measure effective capacitance each point
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SLIDE 7

Touch Sensing Accuracy

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Touch screen input is noisy

  • Sensors vary in their accuracy
  • Estimates for “pressure” very noisy
  • Large input (finger) relative to target size

Design for Fingers, Touch and People, Steven Hoober (https://www.uxmatters.com)

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SLIDE 8

Touch Input

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What does multi-touch do well?

  • Absolute + Direct input (& Direct Manipulation)
  • Tracks touch and movement on the screen
  • Up to 10 points of contact simultaneously!
  • We can sort-of detect finger pressure (Apple 3D touch).
  • We can combine widgets with gestures (e.g. motions on-screen).

Issues with it?

  • Your finger is not a high precision input device (e.g. try drawing)
  • We cannot track which finger is being used, which limits input
  • User orientation (e.g. sitting, standing) and context (e.g. running,

walking) affects reliability of data.

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Standard Gestures

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  • Touch–screen interaction commonly uses simple, one or two-

finger taps and swipes (i.e. we track position and motion on- screen).

  • May be augmented with on-screen widgets e.g. toolbars.
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SLIDE 10

Expanded Gestures

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  • We can increase expressivity with time-based or contact-based

gestures; these aren’t standard across applications, but do exist.

  • Could also be augmented with voice, finger pressure, in-air gestures,

but little commercial support (yet).

  • Research suggests that gestures aren’t “intuitive”
  • Not easily discoverable; no visual affordances
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Impact of Holding Patterns

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Design for Fingers, Touch and People, Steven Hoober (https://www.uxmatters.com)

Users adopt different postures while interacting. The choice of posture is

  • ften determined by what else they are doing.
  • Expectation from users that the device will accommodate these.
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Multitouch == Direct Manipulation

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https://www.youtube.com/watch?v=QKh1Rv0PlOQ&noredirect=1

Jeff Han’s “Lava Lamp” demonstration

https://www.student.cs.uwaterloo.ca/~cs349/videos/jeff_han_ted.mp4

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SLIDE 13

Direct Manipulation via Gestures

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patentlyapple.com

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Stylus versus Finger

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by Cindy Packard

Stylus Finger

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Stylus versus Touch

19 “Input Technologies and Techniques” by Hinckely and Wigdor.

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Challenge: Human Accuracy

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  • People have “fat fingers”, which leads to occlusion and precision

issues

  • Touch targets need to be large
  • Apple/iOS recommends 15mm
  • Google/Android recommends 9mm (min 7mm; min spacing 2mm)

Design for Fingers, Touch and People, Steven Hoober (https://www.uxmatters.com)

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Challenge: Human Accuracy Varies By Position and Grip

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  • Accuracy affected by
  • Hand posture (i.e. hand is holding, and hand used to interact)
  • Finger vs. thumb used to interact
  • Walking vs. sitting

Design for Fingers, Touch and People, Steven Hoober (https://www.uxmatters.com)

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Challenge: No Hover State in Touch

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Having a middle “tracking” input state allows for hover (e.g. mouse). Users can preview an action before committing

  • Mouse input typically supports 3-

states (i.e. not touching, dragging, mouse-down)

  • Touch input only supports 2-states

(i.e. touching or not-touching the screen).

“Imprecision, Inaccuracy, and Frustration: The Tale of Touch Input” by Benko and Wigdor

mouse input states touch input states

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SLIDE 19

Challenge: Multi-touch Dispatch Ambiguity

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  • In multi-touch, multiple fingers may hit a control simultaneously

… leading to ambiguity

  • When is click event generated? There are a number of possibilities:
  • “click” events generated for buttons only when the last contact is

lifted from the control, or

  • “click” events generated every time a user taps a button, even if

another finger is holding it down, or

  • over-capture: multi-touch controls captured by more than 1 contact

simultaneously (e.g., selecting the thumb of a slider with two fingers can mean that it will not track directly under a single finger when moved.)

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Challenge: Physical Constraints

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  • Touch input relies on the principle of direct manipulation, i.e., user

places their fingers onto an object, moves their fingers, and the object changes its position, orientation and size to maintain the contact points.

  • Direct touch breaks when movement constraints are reached (e.g.,

moving beyond bounds, scrolling past limits).

  • This breaks immersion, and the sense of working with a physical
  • bject.
  • Solution:
  • Elastic effects that mimic physical responses (e.g., Apple iPhone

scrolling past a list, “snaps” back)

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Designing for Small Devices

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Device Characteristics: Interaction

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  • Assume one app at a time
  • one app in the foreground
  • most apps are suspended when not in the foreground
  • Each app has window that fills the entire screen
  • interaction is a sequence of different screens
  • consistent navigation model is key
  • Do not expect users to switch between applications
  • Very difficult to lookup data in a different app
  • Controls need to be large to overcome occlusion and precision

issues

  • Also need to be selectable while moving (walking or running)
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Standards: Interface Guidelines

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  • Platform-specific design guidelines can provide specific usage

examples and hints, beyond these basic guidelines

IOS Design Guidelines Android Design Guidelines https://developer.apple.com/desi gn/human-interface-guidelines/ https://developer.android.com/design

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Desktop vs. Mobile

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Navigation

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back gestures up

Critical due to

  • rdering of screens

in most applications. Pay attention to screen transitions!

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Help Users to Enter Information

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“Mobile UI Design Pattern” (Bank and Zuberi)

Provide the Right Data Entry Tool Anticipate and Predict Input

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Help Users Find Correct Actions

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Highlight New Content Quick Access to Frequent Actions

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Help Users Find Correct Actions

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Make Actions Obvious Distinguish Between Controls and Content

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Avoid Clutter

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