Lecture #3 Human - Computer Interactions

In this lecture we explored the many ways of how people and computers (and other objects) interrelate.

The main focus was on tangible, multi-sensory interactions, rather that the visually dominant feedback provided by remote graphical user interfaces (GUI).

By embedding input and feedback into an object, the interaction between a user and an object becomes more direct and intuitive. The user becomes connected to the digital world through the familiar physical world.

Compare selecting an object on your computer's screen by using an external mouse with selecting an object by touching the object on the screen. By interacting directly with the item you want to interact with there are less steps involved and less mental mapping needed for each task.

The addition of feedback to actions highlights the user-object interaction. The physical click of a switch that is felt and heard, accompanied by a physical change of state in the object (up vs. down) is a strong association of an action performed. This feedback can also be emulated digitally by using a change of colour or shape of a screen based image and the addition of haptic feedback.

A few examples of interactions (action - reaction - feedback) in the purely physical realm are...


Image Source: https://collection.sciencemuseumgroup.org.uk/objects/co8419648/light-switch-light-switch

Light Switch
Action - Physical; pressure is applied to the lever
Reaction - Physical; the lever moves
Feedback - Physical; the fingers feel the resistance and movement of the lever
Feedback - Audio; a click is heard
Feedback - Visual and Physical; the change of the lever's position can be seen and felt
Reaction - the light bulb changes state (turns on or off)

Image result for umbrella
Image Source: https://www.connox.co.uk/categories/accessories/umbrellas/moma-sky-umbrella.html
Umbrella
Action - Physical; pressure is applied to the button
Reaction - Physical; the button depresses
Feedback - Physical; the fingers feel the resistance and movement of the button
Feedback - Audio, Visual, Physical; the canopy makes a sound as it unfolds, the change of the canopy's position can be seen and felt
Reaction - the canopy changes state (moves from folded to unfolded)



Moving beyond on and off
The feedback given tells a larger story. In addition to 'on and off', an object also gives the user information about many other states. 

 the IQ Kettle Pure in Brushed Stainless Steel boiling


Using an example of a kettle...
The position of the switch (and sometimes a light) indicates the on or off state.
A visual window allowing the user to see the water level, the rising of the bubbles as the water boils, and the steam escaping from the spout all indicate the current status of the kettle.
Finally, the kettle can send a signal to the user. This can be the noise of the switch as it clicks back to the off state, the change of pitch of the sound made by the boiling water, a whistle made as the steam escapes at speed, or the visual cue of the water boiling rapidly.


Meaning
Probably the most important part of any interaction is the metaphysical. An interaction with an object has to be meaningful to the user. Regardless of the action or feedback, for the interaction to be understood it has to be relatable to a person's everyday experience with technology and the world. 

This experience can come from learned or observed interactions with other objects, or from an imagined but familiar world such as that of science fiction. Once relationships are made and objects and interactions become familiar, the objects form can evolve incrementally while still remaining familiar to the user.

Image: Type 121 Wall Telephone (1912)
Source: https://collection.sciencemuseumgroup.org.uk/objects/co8417674/type-121-wall-telephone-1912-telephone


Image: 200 Series Dial Telephone (1945)
Image: https://collection.sciencemuseumgroup.org.uk/objects/co8054879/dial-telephone-ivory-200-series-telephone
Image:  Northern Telecom model QSQE 2500BCX E (1981)
Image: https://collection.sciencemuseumgroup.org.uk/objects/co500182/telephone-handset-push-button-dark-brown-model-telephone-handset




Image: Ferranti Flip-Phone (1981)
Image: https://collection.sciencemuseumgroup.org.uk/objects/co8409806/flip-phone-telephone


Image result for motorola microtac
Image:  Motorolla MicroTac Cell Phone (1991)
Source: https://collection.sciencemuseumgroup.org.uk/objects/co8064677/motorola-microtac-classic-mobile-telephone-1991-2000-mobile-telephone


Developing New Products and Interactions...
One of our upcoming tasks has us designing an object that has multiple human - user interactions in order to complete a simple task. The inspiration is to come from a sci-fi film.

An initial thought for inspiration is...

Image result for wall e hover beds
The hover chairs from Wall E
These personal transport devices take people from one place to another. There seems to be a combination of choice of destination with autonomous route guidance. They have integrated information and communication devices for the user. The hover chairs know to stop and to call for help if a user falls off and will slow and stop to avoid colliding with other units. They can also be operated remotely by the ship's main computer.

In the movie the chairs  were used as the population had suffered atrophy from the low gravity of space (and possibly a sedentary lifestyle). Real world applications could be for places where people with limited mobility or cognitive function need to be transported efficiently - possibly, hospitals or airports.



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