Chapter 2 – The Computer
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Overview
Chapter 2 – The Computer
Study Summary
• Computer system elements affecting the user:
• Input devices: Text entry — keyboard, phone text entry, speech and handwriting; Pointing — mouse, touchpad, stylus; 3D interaction devices.
• Output display devices: bitmap display; Large displays; situated displays; Digital paper.
• Virtual reality systems and 3D visualization.
• Physical world devices: Physical controls and dedicated displays; Sound, smell and haptic feedback; Sensors for movement, temperature, bio-signs.
• Paper output and input: Printers; Scanners; optical character recognition.
• Memory: Short-term memory (R.A.M); Long-term memory (magnetic and optical disks); Capacity limitations and access methods.
• Processing: systems running too slow or too fast; Myth of the infinitely fast machine; Processing speed limitations; Networks and system performance.
2.1 Introduction
• Interaction is a process of information transfer from user to computer and computer to user.
• Main examples: Keyboard, Mouse, Screen, Virtual reality and 3D interaction, Physical interactions, Printers and scanners, Processor and memory, Networks.
• Technology influences nature/style of interaction and interface. Need to understand storage capacity and computational power.
• Batch processing: large mass input, minimal interaction, hours/days.
• Typical desktop: interaction in seconds/fractions of seconds.
• Richer interaction – everywhere, everywhere: computers embedded in appliances, phones, security systems, webcams, etcetera
2.2 Text Entry Devices
• Main forms: Alphanumeric keyboard; Chord keyboards; Phone pad and T.9 entry; Handwriting recognition; Speech recognition.
2.2.1 The alphanumeric keyboard
• qwerty keyboard is common. Used for textual data and commands.
• qwerty named after first six letters of top row. Originated with mechanical typewriters.
• Modern computers no longer have original mechanical limitations, but qwerty remains dominant due to social resistance, trained typists, replacement costs, relearning. This is an example of technological inertia.
• Keypress closes connection and sends character code. Key feel, pressure, key travel, half-travel keyboards, feedback are relevant.
• Alphabetic keyboard does not provide major typing-speed advantage.
• Dvorak keyboard: 56% keystrokes right hand; alternates hands; 70% keystrokes home row; designed to reduce fatigue/increase speed. Studies described in the chapter found 10 to 15% speed improvement and reduced fatigue.
• Ergonomic keyboard designs reduce strain/R.S.I and improve ergonomic position.
2.2.2 Chord Keyboards
• Few keys, often 4 or 5. Letters produced by pressing one or more keys at once.
• Compact, one-handed, potentially fast. Courtroom stenographers.
• Not mainstream due to lack of familiarity/social resistance.
Numeric Keypads
• Calculator style: 123 at bottom. Telephone style: 123 at top. Layout depends on users/task.
2.2.3 Phone Pad and T.9 Entry
• Mobile phones use numeric keys.
• 2 equals a b c; 3 equals d e f; 4 equals g h i; 5 equals j k l; 6 equals m n o; 7 equals p q r s; 8 equals t u v; 9 equals w x y z.
• Multiple presses select letters. T.9 uses dictionary to disambiguate words. Example given in the chapter: 3926753 to example.
2.2.4 Handwriting Recognition
• Familiar/intuitive.
• Problems: inaccurate recognition, individual handwriting differences, stroke information, writing speed.
• Online recognition easier than reading handwritten paper because stroke information can be captured.
• Useful for notes, sketches, diaries, address books, organizers.
• Different input device enables alternative interface designs. Signature authentication can use stroke patterns.
2.2.5 Speech Recognition
• Talk to machine and respond to commands.
• Problems: recognition errors, natural language vagueness, speaker differences, accents, cold/emotion, background noise, office noise, confidentiality.
• Niche markets: telephone information systems; access for disabled users; hands-occupied situations; R.S.I.
• Possibilities: 1. Replace keyboard input; 2. Redesign around speech; 3. Use speech where keyboard is impractical/impossible.
2.3 Positioning, Pointing and Drawing
• Pointing devices support pointing, positioning, selecting, drawing. Mouse common desktop; Touchpad common laptop.
2.3.1 The Mouse
• Detects movement and moves screen pointer/cursor. One/two/three buttons. Selection, actions, single-click, double-click.
• Indirect input device.
• Advantages: easy movement, little arm fatigue, small cursor, does not obscure display.
• Developed around 1964 by Douglas C. Engelbart.
• Optical mice use L.E.D and sensor to detect relative x,y motion. Less susceptible to dust/dirt than mechanical mice.
2.3.2 Touchpad
• Touch-sensitive tablet. Finger movement controls screen.
• Acceleration settings change finger-to-screen movement relationship. Slow movement leads to small screen movement; fast movement leads to larger movement.
2.3.3 Trackball and Thumbwheel
• Trackball: Upside-down mouse; Compact; No extra operating space; Fairly accurate; Difficult for long drawing movements.
• Thumbwheel: Two orthogonal dials; Cheap; Exact horizontal/vertical movement; Useful in C-A-D; Single thumbwheel for scrolling.
2.3.4 Joystick and Keyboard Nipple
• Joystick: Indirect input; Absolute joystick; Isometric joystick; Isometric joystick: pressure controls cursor velocity; Used in computer games.
• Keyboard nipple: Small rubber device; Isometric joystick; Controls rate of movement.
2.3.5 Touch-Sensitive Screens (Touchscreen)
• Direct devices.
• Advantages: fast, no specialized pointing device, menu selection, intuitive, public systems, hostile environments.
• Disadvantages: greasy marks, finger inaccurate for small regions, accurate drawing difficult, arm fatigue.
• Chapter states optimal angle around 15 degrees up from horizontal.
2.3.6 Stylus and Light Pen
• Stylus: pen-like pointing/drawing device.
• Light pen: detects light from screen phosphor and can address individual pixels.
• Direct devices: Stylus, Light pen, Touchscreen.
• Indirect devices: Mouse, Touchpad, Joystick, Trackball.
• Direct devices can obscure display with user's hand.
2.3.7 Digitizing Tablet
• Freehand drawing; High-resolution drawing; Maps; Mouse substitute; Handwriting recognition.
• Types: resistive, magnetic, capacitative, electrostatic, sonic.
• Can detect relative or absolute motion; indirect device.
2.3.8 Eyegaze
• Control computer by looking.
• Advantages: very fast, accurate, selection, disabled users, H.C.I evaluation.
• Disadvantages: expensive, calibration, not suitable for drawing, difficult to distinguish deliberate gaze from accidental glance.
2.3.9 Cursor Keys and Discrete Positioning
• Up/down/left/right. Useful for lists, menus, spreadsheet cells, text movement.
• Mobile phones/T.V remotes use discrete controls.
2.4 Display Devices
• Most interactive systems use display screens.
2.4.1 Bitmap Displays – Resolution and Color
• Bitmap = many colored dots called pixels in rectangular grid. Black/white, grayscale, full color.
• More bits per pixel arrow more color slash intensity possibilities.
• Resolution: 1. Total pixels; 2. Density in pixels per inch.
• Jaggies = rough edges on diagonal/curved lines. Anti-aliasing = softens edges to reduce jaggies.
2.4.2 Technologies
• C.R.T: Electron gun; Magnetic fields; Phosphor-coated screen; Scanning electron beam.
• C.R.T advantages: cheap, fast response, high color. Disadvantages: bulky, resolution increases price, flicker/eyestrain, image smearing with high-persistence phosphor.
• L.C.D: Smaller, lighter, lower power, flat-panel, matrix addressable. Enabled notebook/portable computer market. Less noticeable flicker/reduced eyestrain compared with standard C.R.T.
2.4.3 Large Displays and Situated Displays
• Large displays: meeting rooms, lectures, shops, garages, public information.
• Situated displays: placed in particular physical locations and provide location-appropriate information.
2.4.4 Digital Paper
• Thin/flexible display. Can be written electronically. Retains contents when removed from electrical supply.
2.5 Devices for Virtual Reality and 3D Interaction
• V.R requires navigation/interactions in 3D space.
• Shift from mouse to 3D devices: 2 degrees of freedom to 6 degrees of freedom.
2.5.1 Positioning in 3D Space
• Movement, position, orientation.
• 3D mouse tracks position, pitch, yaw, roll = six degrees of freedom.
• Dataglove detects joint angles of fingers/thumb.
• Whole-body tracking via sensors/cameras/image processing.
2.5.2 3D Displays
• Desktop V.R uses normal screen plus shadows, occlusion, perspective.
• Stereoscopic vision: each eye sees slightly different angle; brain assesses relative distance.
• 3D displays: two small screens, goggles, spectacles, polarized filters.
V.R Motion Sickness
• Caused by delay between user movement and scene movement. Delay greater than about 100 ms can be disorienting. Can cause nausea/motion sickness.
Simulators and V.R Caves
Cave = room with large displays around user for surrounding virtual world.
2.6 Physical Controls, Sensors and Special Devices
• Computers increasingly exist outside traditional keyboard-mouse-screen systems: Interactive T.V; In-car navigation; Personal entertainment; Special displays, sound, touch, smell, dedicated controls, environmental sensors, bio-signs.
2.6.1 Special Displays
• Dials; Gauges; Lights; L.E.D's; Head-up display.
• Head-up display gives important info directly in pilot's line of vision.
2.6.2 Sound Output
• Beeps, bongs, clanks, whistles, whirrs. Sound provides feedback. Keyboard click can confirm keypress.
2.6.3 Touch, Feel and Smell
• Haptic devices: Force; Resistance; Texture; Physical feedback.
• Medical V.R, electronic Braille displays, in-car controls. Can access very fast physical responses.
• Smell: Strong memory cue, increases immersion. Dynamic smell generation technically difficult due to many smell receptors.
2.6.4 Physical Controls
• Controls vary by task.
• Microwave: flat plastic sheet/soft buttons. Washing machine: switches/knobs. MiniDisc player: small multifunction controls.
• Dedicated controls designed for specific device/task.
• Haptic feedback/resistance can make controls natural and provide feedback. Texture can distinguish controls without looking.
2.6.5 Environment and Bio-Sensing
• Sensors detect: Temperature; Movement; Location; Weight; Audio; Video; Body temperature; Blink rate; Typing rate; Physiological signs.
• Examples: Automatic doors; Energy-saving lights; Security tags; G.P.S; Infrared sensors.
• Related to ubiquitous computing.
2.7 Paper: Printing and Scanning
- Paperless office idea: documents produced, dispatched, read, filed online. More realistic concept: less-paper office.
2.7.1 Printing
• Older: Line printer; Golf-ball printer; Daisy-wheel printer.
Modern/common: Dot-matrix — inked ribbon, pins, cheap to run, specialized/bulk printing; Ink-jet/bubble-jet — tiny ink blobs, quiet, near laser quality; Laser printer — photocopier-like, electrostatic charge/toner, near typeset-quality.
Fonts and Readability
• Terms: Typeface; Font; Serif; Variable-pitched font; Mathematical fonts; Gothic lettering; Cursive script.
- Lower case generally easier to read than Block Capitals because word shapes provide clues, though upper case can clarify individual letters/nonsense words.
2.7.3 Screen and Page
• wiz-ee-wig = "what you see is what you get."
• Screen and paper are different media. Screen lower resolution than printer.
• Screen additive color: red, green, blue. Printer subtractive color: cyan, magenta, yellow, black.
• Different size/aspect ratio. Fonts differ on screen/paper. Designers may need different graphic designs.
2.7.4 Scanners and Optical Character Recognition
• Printer: electronic document to paper. Scanner: paper to electronic form.
• Flat-bed and hand-held scanners. Scanners create bitmaps.
• O.C.R = optical character recognition; computer “reads” characters.
• Uses: document storage, retrieval, desktop publishing, electronic publishing, converting scans to text.
• O.C.R reduces storage compared with bitmap image storage.
Paper-Based Interaction
• Paper can be input medium. Printed form can contain identifying glyph. Printed to filled to scanned to recognized. Allows interaction without screens/keyboards.
2.8 Memory
• Levels: Short-term memory (S.T.M); Long-term memory (L.T.M). Also: Primary storage; Secondary storage.
• Important for interface designers: capacity and access methods.
2.8.1 R.A.M and Short-Term Memory (S.T.M)
• R.A.M = random access memory. Active information.
• Fast, silicon-chip memory, usually volatile, lost when power off.
• Non-volatile R.A.M retains data without power.
• Flash memory: relatively slow write, retains data, used in digital cameras/portable devices.
2.8.2 Disks and Long-Term Memory (L.T.M)
• Magnetic disks; Optical disks.
• Magnetic: floppy, hard disks. Important: access time, transfer rate, random reads.
• Optical: laser; C.D-ROM, recordable C.D, rewritable optical, D.V.D.
• worm = write-once read-many. Optical media more robust than magnetic disks.
2.8.3 Understanding Speed and Capacity
• S.T.M = small/fast. L.T.M = large/slower.
• Example: R.A.M 256 Mbytes, 10 ns; Hard disk 100 Gbytes, 7 ms.
• When R.A.M full, O.S may use paging/swapping between R.A.M/disk. Causes delays.
• von Neumann bottleneck = limitation between disk and main memory due to slower transfer.
• Lazy information transfer = load currently needed information and transfer more during idle moments.
2.8.4 Compression
• Reduces storage by exploiting redundancy.
• Huffman encoding; Run-length encoding; Video frame differencing; Fractal compression.
• Important for text, bitmaps, video, images.
2.8.5 Storage Format and Standards
• ascii = American standard code for information interchange; 7-bit standard printable/control characters.
• unicode = 16-bit extension, larger character range including Japanese Kanji.
• R.T.F = rich text format.
• S.G.M.L = standard generalized markup language.
X.M.L = extensible markup language; lightweight S.G.M.L version, widely used for web applications.
• Many formats and lack of universal standards.
2.8.6 Methods of Access
• Key fields: Indices; Multiple keys/indices; Free text databases; D.W.I.M = do what I mean; Soundex = words/names that sound similar.
• Goal: natural and error-tolerant information access.
2.9 Processing and Networks
• Processing too slow or too fast can affect interface.
• Moore's law: historical rapid growth in processor/transistor capacity.
• Increased processing/memory influenced H.C.I.
2.9.1 Effects of Finite Processor Speed
• Too slow: delayed feedback; buffered input; cursor tracking problems; frustration.
• Too fast: info disappears too quickly; animations too fast; cursor flashing inappropriate for some displays.
The Myth of the Infinitely Fast Machine
• Designing as if response is always immediate.
• Instead: plan for slow responses; provide feedback; consider fixed delays where appropriate; account for system limitations.
2.9.2 Limitations on Interactive Performance
• Computation bound: processor limitation, for example find/replace large document.
• Progress feedback: counter, progress bar, cursor change.
• Storage channel bound: memory access limitation; compression trades storage space for processing time.
• Graphics bound: graphics operations can bottleneck.
• Graphics card can handle graphics and reduce main processor workload.
• Network capacity can limit remote file/resource access.
2.9.3 Networked Computing
• Provides: Communication; Remote resources; Shared information; Increased access to computing power/memory.
• Internet: originated from darpanet in 1969; developed into arpanet and Internet.
• T.C.P = Transmission Control Protocol. I.P = Internet Protocol. T.C.P/I.P.
• Networks can cause: delays; poor feedback; frustration; unpredictable responses.
• Networked systems can become an open loop because users/processes affect the system.
• Can violate: Consistency; Informative feedback; Predictable response.
Effect of Memory and Processing on H.C.I
• Increased processing/memory enabled: modern graphical interaction; larger programs; extra functionality; easier interaction; larger documents; multimedia; voice recognition; video/audio storage; electronic document storage.
• Growth in R.A.M/disks/optical storage removed many earlier arbitrary limits.
Most Important Topics to Memorize
• qwerty keyboard, Chord keyboard, Dvorak keyboard, T.9, Handwriting recognition, Speech recognition, Mouse, Touchpad, Trackball, Thumbwheel, Joystick, Touchscreen, Stylus, Light pen, Digitizing tablet, Eyegaze.
• Bitmap display, Pixels, Resolution, Anti-aliasing, C.R.T, L.C.D, Large displays, Situated displays, Digital paper.
• Virtual reality (V.R), Six degrees of freedom, 3D mouse, Dataglove, Stereoscopic vision, V.R motion sickness, Cave environments.
• Haptic devices, Ubiquitous computing.
• wiz-ee-wig, Optical character recognition (O.C.R).
• R.A.M, S.T.M, L.T.M, magnetic disks, optical disks, C.D-ROM, worm, Flash memory, Paging, Swapping, von Neumann bottleneck, Compression, ascii, unicode, R.T.F, S.G.M.L, X.M.L, D.W.I.M, Soundex.
- Moore's law, Myth of the infinitely fast machine, Computation bound, Storage channel bound, Graphics bound, Network capacity, Networked computing, T.C.P/I.P.