Gummi: a Bendable Computer

Total Page:16

File Type:pdf, Size:1020Kb

Gummi: a Bendable Computer Gummi: A Bendable Computer Carsten Schwesig Ivan Poupyrev Eijiro Mori Interaction Lab, Sony CSL Interaction Lab, Sony CSL Creative Development Group Takanawa Muse Building Takanawa Muse Building Sony Design Center 3-14-13 Higashigotanda 3-14-13 Higashigotanda 6-7-35 Kitashinagawa Shinagawa-ku, Tokyo Shinagawa-ku, Tokyo Shinagawa-ku, Tokyo 141-0022 Japan 141-0022 Japan 141-0001 Japan ABSTRACT Gummi is an interaction technique and device concept based on physical deformation of a handheld device. The device consists of several layers of flexible electronic components, including sensors measuring deformation of the device. Users interact with this device by a combination of bending and 2D position control. Gummi explores physical interaction techniques and screen interfaces for such a Flexible Display device. Its graphical user interface facilitates a wide range of 2D Position Sensor interaction tasks, focused on browsing of visual information. We implemented both hardware and software prototypes to explore and evaluate the proposed interaction techniques. Our evaluations have shown that users can grasp Gummi's key interaction principles within minutes. Gummi demonstrates promising possibilities for new interaction techniques and devices based on flexible electronic components. Author Keywords Handheld devices, mobile computing, interaction design, Figure 1: Gummi Device and Bending Interaction GUI, embodied interaction, flexible electronics, smartcards. flexible and have no mechanical parts. We envision a ACM Classification Keywords device, approximately the size of the credit card, that can be H5.2. [Information interfaces and presentation (e.g., HCI)]: comfortably put into a pocket or slipped into a wallet. User interfaces – Graphical user interfaces (GUI), Input The development of such a deformable computer may seem a devices and strategies, Interaction styles, Screen design; very remote possibility. However, rapid advances in flexible J.7 [Computers in other systems]: Consumer products. electronics make such a device feasible in the near future. INTRODUCTION A range of flexible electronic devices and components has recently been demonstrated, such as flexible transistors and Gummi is a concept of a novel device and interaction style full color, high-resolution flexible OLEDs with a thickness based on bending of a deformable handheld computing of 0.2mm [5, 12]. Flexible electronics are predicted to device (Figure 1). Ideally, the proposed device would become one of the core technologies that would facilitate consist of several layers of flexible electronic components: the creation of small, thin, efficient and inexpensive mobile a flexible organic, light-emitting display (OLED) on top, devices for future pervasive computing environments [19]. flexible electronic circuits in the middle and a flexible, This technology was one of the main sources of inspiration touch-sensitive panel on the bottom. Embedded sensors for the Gummi project. would measure physical deformation of the device. The resulting bendable computer would be extremely thin, Interaction is a major challenge in designing a flexible, bendable computer. Even if we could develop a bendable Permission to make digital or hard copies of all or part of this work for computer the size and thickness of a credit card, how personal or classroom use is granted without fee provided that copies are would users be able to interact with it? Previous ideas not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or for applications of flexible electronics typically disregard republish, to post on servers or to redistribute to lists, requires prior specific interaction and instead focus on ergonomic and aesthetic permission and/or a fee. aspects. Recurring themes are digital newspapers, electronic CHI 2004, April 24–29, 2004, Vienna, Austria. maps, roll-out and wearable displays, but not much thought Copyright 2004 ACM 1-58113-702-8/04/0004…$5.00. elements of the WIMP paradigm are absent from Gummi, for example we do not have the concept of a pointer in our user interface. At the same time, the Gummi interface remains systematic and consistent: our informal evaluations have shown that first-time users can grasp key ideas of Gummi in a matter of minutes. In this paper we present the basic concept of this new device and its interaction style. RELATED WORK With the proliferation of small mobile computing devices, the importance of creating effective and easy to use interfaces for them has become evident. The challenges are well known in the HCI community: small displays Photo courtesy of Junko Kimura limit space for visual information, there is little room for Figure 2: Mock-Up Model of a Bendable Computer buttons or other electromechanical controllers. It has been recognized that traditional desktop GUI are difficult to has been given to human-computer interaction with adapt to mobile devices [17, 8, 6]. There have been several such devices. Gummi exploits a key property of flexible research directions that address these challenges. electronic technology – physical flexibility – to create a new interaction style and device concept (Figure 2). Commercial personal, digital assistants (PDA) often adapt the traditional WIMP interaction paradigm. Equipped with The Gummi project is also part of a wider area of research pen and touch-sensitive displays, they feature familiar GUI into user interfaces for mobile devices. Designing mobile elements, such as dialog boxes, scroll bars, widgets and device interfaces that are easy and pleasant to use has been a buttons. This approach is problematic because, as devices challenging problem for the HCI community. One of the key and screens become smaller, pointing and clicking on problems is that although standard Windows, Icons, Mouse small interface elements becomes increasingly difficult. and Pointer (WIMP) interfaces are reasonably effective for Furthermore, icons and widgets occupy precious screen desktop computer environments, they are difficult to use on estate and external input devices, such as pens, occupy a small, handheld computing devices. Mobile HCI research second hand and are easily misplaced [17, 15]. tends to either adapt WIMP interfaces to the limitations of mobile devices [20] or to enhance existing WIMP interfaces Context-aware and location-based interfaces propose to with new input modalities [6]. In most cases, however, the present content on mobile, handheld devices depending underlying WIMP paradigm is unchanged: whether we use on current user context, defined in terms of location, time a pen, a mouse or a trackpad, pointing and clicking remains or activity. This approach promises to use context as an the conceptual basis for most human-computer interaction. intelligent filter of data, limiting displayed information to what is currently relevant to the user [14, 16, 3]. Determining It is certainly important to enhance and improve WIMP- context, however, remains a difficult challenge. based mobile interfaces, but we believe that it is also relevant to explore new, non-WIMP interaction paradigms To cope with a small screen size, a variety of zooming and for mobile devices. New technologies that allow different fish-eye viewing techniques have been proposed [17, 11]. and unexplored input modalities present an opportunity These techniques intelligently distort visual information to create novel, non-WIMP interaction styles. Flexible so that only information within the userʼs attention focus electronics are certainly one of those technologies. is presented in detail, while peripheral data is simplified or abstracted [17, 4]. Another approach is to reformat visual Gummi differs from WIMP interfaces in both its physical content to adapt it to mobile devices – examples are systems interaction elements and in its GUI. Users interact with a like Digestor [2] and M-links [20]. Transparent overlays Gummi device by physically deforming it and by touching of control widgets were also proposed as a solution for the sensor on its back (Figure 1). No buttons, mechanical the small screen size [8]. One particular problem in using switches or traditional touch screens are used, so that the all these techniques is in providing interaction techniques display can cover the entire surface of the device. Gummiʼs to control levels of distortion, transparency and zooming: graphical user interface facilitates a wide range of adding additional widgets on the screen to control levels of interaction tasks and applications: browsing hyperlinked fish-eye distortion or zooming defeats the purpose of these visual information such as web pages, viewing maps and techniques - saving screen space [17, 8]. In Gummi, we use photographs, playing games, reading e-mail and even bending to control zooming and transparency. writing short messages. Many Gummi interface elements were inspired by existing GUI techniques, such as zooming Research into embodied interfaces is perhaps most relevant interfaces and use of transparency [11, 8]. However, key to Gummi. It suggests the augmentation of handheld devices with sensors to allow users to interact with the device by physically manipulating it in their hands. Typical examples Flexible OLED display include tilting and touching parts of the device [6, 15, 7]. For Bending Sensor example, users can navigate a large graphical map by tilting Flexible Power Source the device [15]. On the output side, some information can Flexible
Recommended publications
  • WIMP Interfaces for Emerging Display Environments
    Graz University of Technology Institute for Computer Graphics and Vision Dissertation WIMP Interfaces for Emerging Display Environments Manuela Waldner Graz, Austria, June 2011 Thesis supervisor Prof. Dr. Dieter Schmalstieg Referee Prof. Dr. Andreas Butz To Martin Abstract With the availability of affordable large-scale monitors and powerful projector hardware, an increasing variety of display configurations can be found in our everyday environments, such as office spaces and meeting rooms. These emerging display environments combine conventional monitors and projected displays of different size, resolution, and orientation into a common interaction space. However, the commonly used WIMP (windows, icons, menus, and pointers) user interface metaphor is still based on a single pointer operating multiple overlapping windows on a single, rectangular screen. This simple concept cannot easily capture the complexity of heterogeneous display settings. As a result, the user cannot facilitate the full potential of emerging display environments using these interfaces. The focus of this thesis is to push the boundaries of conventional WIMP interfaces to enhance information management in emerging display environments. Existing and functional interfaces are extended to incorporate knowledge from two layers: the physical environment and the content of the individual windows. The thesis first addresses the tech- nical infrastructure to construct spatially aware multi-display environments and irregular displays. Based on this infrastructure, novel WIMP interaction and information presenta- tion techniques are demonstrated, exploiting the system's knowledge of the environment and the window content. These techniques cover two areas: spatially-aware cross-display navigation techniques for efficient information access on remote displays and window man- agement techniques incorporating knowledge of display form factors and window content to support information discovery, manipulation, and sharing.
    [Show full text]
  • Design Patterns and Frameworks for Developing WIMP User Interfaces
    Design Patterns and Frameworks for Developing WIMP+ User Interfaces Vom Fachbereich Informatik der Technischen Universität Darmstadt genehmigte Dissertation zur Erlangung des akademischen Grades der Doktor-Ingenieurin (Dr.-Ing.) vorgelegt von Yongmei Wu, M.Sc. geboren in Guizhou, China Referenten der Arbeit: Prof. Dr.-Ing. Hans-Jürgen Hoffmann Prof. Robert J.K. Jacob, Ph.D. Tag des Einreichens: 09.10.2001 Tag der mündlichen Prüfung: 11.12.2001 D17 Darmstädter Dissertation 2001 Abstract Abstract This work investigates the models and tools for support of developing a kind of future user interfaces, which are partially built upon the WIMP (Windows, Icons, Menus, and Pointing device: the mouse) interaction techniques and devices; and able to observe and leverage at least one controlled process under the supervision of their user(s). In this thesis, they are called WIMP+ user interfaces. There are a large variety of applications dealt with WIMP+ user interfaces, e.g., robot control, telecommunication, car driver assistant systems, distributed multi-user database systems, automation rail systems, etc. At first, it studies the evolution of user interfaces, deduces the innovative functions of future user interfaces, and defines WIMP+ user interfaces. Then, it investigates high level models for user interface realization. Since the most promising user-centered design methodology is a new emerging model, it is still short of modeling methodology and rules to support the concrete development process. Therefore, in this work, a universal modeling methodology, which picks up the design pattern application, is researched and used to structure different low level user interface models. And a framework, named Hot-UCDP, for aiding the development process, is proposed.
    [Show full text]
  • Flexible Interfaces: Future Developments for Post-WIMP Interfaces Benjamin Bressolette, Michel Beaudouin-Lafon
    Flexible interfaces: future developments for post-WIMP interfaces Benjamin Bressolette, Michel Beaudouin-Lafon To cite this version: Benjamin Bressolette, Michel Beaudouin-Lafon. Flexible interfaces: future developments for post- WIMP interfaces. CMMR 2019 - 14th International Symposium on Computer Music Multidisciplinary Research, Oct 2019, Marseille, France. hal-02435177 HAL Id: hal-02435177 https://hal.archives-ouvertes.fr/hal-02435177 Submitted on 15 Jan 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Flexible interfaces : future developments for post-WIMP interfaces Benjamin Bressolette and Michel Beaudouin-Lafon LRI, Universit´eParis-Sud, CNRS, Inria, Universit´eParis-Saclay Orsay, France [email protected] R´esum´e Most current interfaces on desktop computers, tablets or smart- phones are based on visual information. In particular, graphical user in- terfaces on computers are based on files, folders, windows, and icons, ma- nipulated on a virtual desktop. This article presents an ongoing project on multimodal interfaces, which may lead to promising improvements for computers' interfaces. These interfaces intend to ease the interaction with computers for blind or visually impaired people. We plan to inter- view blind or visually impaired users, to understand how they currently use computers, and how a new kind of flexible interface can be designed to meet their needs.
    [Show full text]
  • Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm
    Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm Dissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) vorgelegt von Hans-Christian Jetter an der Universität Konstanz Mathematisch-Naturwissenschaftliche Sektion Fachbereich Informatik und Informationswissenschaft Tag der mündlichen Prüfung: 22. März 2013 1. Referent: Prof. Dr. Harald Reiterer (Universität Konstanz) 2. Referent: Prof. Dr. Andreas Butz (LMU München) Prüfungsvorsitzender: Prof. Dr. Daniel Keim (Universität Konstanz) Konstanz, Dezember 2013 Design and Implementation of Post-WIMP Interactive Spaces with the ZOIL Paradigm Dissertation submitted for the degree of Doctor of Natural Sciences (Dr. rer. nat.) Presented by Hans-Christian Jetter at the University of Konstanz Faculty of Sciences Department of Computer and Information Science Date of the oral examination: March 22nd, 2013 1st Supervisor: Prof. Dr. Harald Reiterer (University of Konstanz) 2nd Supervisor: Prof. Dr. Andreas Butz (University of Munich, LMU) Chief Examiner: Prof. Dr. Daniel Keim (University of Konstanz) Konstanz, December 2013 i Zusammenfassung Post-WIMP (post-“Windows, Icons, Menu, Pointer”) interaktive Räume sind physische Umgebungen oder Räume für die kollaborative Arbeit, die mit Technologien des Ubiquitous Computing angereichert sind. Ihr Zweck ist es, eine computer-unterstützte Kollaboration mehrerer Benutzer zu ermöglichen, die auf einer nahtlosen Benutzung mehrerer Geräte und Bildschirme mittels „natürlicher“ post-WIMP Interaktion basiert. Diese Dissertation beantwortet die Forschungsfrage, wie Gestalter und Entwickler solcher Umgebungen dabei unterstützt werden können, gebrauchstaugliche interaktive Räume für mehrere Benutzer mit mehreren Geräten zu erschaffen, die eine kollaborative Wissensarbeit ermöglichen. Zu diesem Zweck werden zunächst Konzepte wie post-WIMP Interaktion, interaktive Räume und Wissensarbeit definiert. Die Arbeit formuliert dann das neue technologische Paradigma ZOIL (Zoomable Object-Oriented Information Landscape).
    [Show full text]
  • Lessons Learned from the Design and Implementation of Distributed Post
    Lessons Learned from the Design and Implementation of Distributed Post-WIMP User Interfaces Thomas Seifried1, Hans-Christian Jetter2, Michael Haller1, Harald Reiterer2 1Upper Austria University of Applied Sciences 2University of Konstanz Media Interaction Lab Human-Computer Interaction Group {thomas.seifried, haller}@fh-hagenberg.at {jetter, reiterer}@inf.uni-konstanz.de a b c Figure 1: Interactive spaces based on post-WIMP DUIs. (a) NiCE Meeting Room [5], (b) DeskPiles [2] and (c) Facet-Streams [10] ABSTRACT “natural” interaction, i.e. the UI is perceived as something Creating novel user interfaces that are “natural” and unobtrusive or even invisible that does not require the distributed is challenging for designers and developers. users’ continuous attention or a great deal of cognitive “Natural” interaction techniques are barely standardized resources. A well-proven approach to achieve this are and in combination with distributed UIs additional technical visual model-world interfaces for “direct manipulation”, in difficulties arise. In this paper we present the lessons we which a tight coupling of input and output languages have learned in developing several natural and distributed narrows the gulfs of execution and evaluation [7]. While user interfaces and propose design patterns to support direct manipulation originates from 1980s desktop development of such applications. computing, its principles are also the foundation of novel Author Keywords post-WIMP (post-“Windows Icons Menu Pointing”) or Post-WIMP, natural user interfaces, distributed user reality-based UIs [8]: Their interaction styles (e.g. tangible, interfaces, zoomable user interfaces, design patterns. multi-touch or paper-based UIs) “draw strength by building on users’ pre-existing knowledge of the everyday, non- ACM Classification Keywords digital world to a much greater extent than before.” Users H5.2.
    [Show full text]
  • A Visual Language for Non-WIMP User Interfaces Robert J.K
    A Visual Language for Non-WIMP User Interfaces Robert J.K. Jacob Department of Electrical Engineering and Computer Science Tufts University Medford, Mass. 02155 Abstract single input/output stream. Even where there are several devices, the input is treated conceptually as a single Unlike current GUI or WIMP style interfaces, non- multiplexed stream, and interaction proceeds in half- WIMP user interfaces, such as virtual environments, involve duplex, alternating between user and computer. Users do parallel, continuous interactions with the user. However, not, for example, meaningfully move a mouse while typing most current visual (and non-visual) languages for describing human-computer interaction are based on characters; they do one at a time. Non-WIMP interfaces are serial, discrete, token-based models. This paper introduces instead characterized by continuous interaction between a visual language for describing and programming the fine- user and computer via several parallel, asynchronous grained aspects of non-WIMP interaction. It is based on the channels or devices. notion that the essence of a non-WIMP dialogue is a set of Because interaction with such systems can draw on the continuous relationships, most of which are temporary. The user’s existing skills for interacting with the real world, they underlying model combines a data-flow or constraint-like offer the promise of interfaces that are easier to learn and to component for the continuous relationships with an event- use. However, they are currently making interfaces more based component for discrete interactions, which can difficult to build. Advances in user interface design and enable or disable individual continuous relationships.
    [Show full text]
  • Software Studies: a Lexicon, Edited by Matthew Fuller, 2008
    fuller_jkt.qxd 4/11/08 7:13 AM Page 1 ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• S •••••••••••••••••••••••••••••••••••••new media/cultural studies ••••software studies •••••••••••••••••••••••••••••••••• ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• O ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• F software studies\ a lexicon ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• T edited by matthew fuller Matthew Fuller is David Gee Reader in ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• This collection of short expository, critical, Digital Media at the Centre for Cultural ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• W and speculative texts offers a field guide Studies, Goldsmiths College, University of to the cultural, political, social, and aes- London. He is the author of Media ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• thetic impact of software. Computing and Ecologies: Materialist Energies in Art and A digital media are essential to the way we Technoculture (MIT Press, 2005) and ••••••••••••••••••••••••••••••••••••• •••• •••••••••••••••••••••••••••••••••• work and live, and much has been said Behind the Blip: Essays on the Culture of •••••••••••••••••••••••••••••••••••••
    [Show full text]
  • Windows Development Environment
    A P P E N D I X A ■ ■ ■ Windows Development Environment For those developers who spend most of their coding time with Microsoft development tools, the world of *nix is probably a scary place. Drupal is written for the so-called LAMP stack, "Linux/Apache/MySQL/ PHP." While it is possible to substitute Windows for Linux, it is a bit more difficult to substitute IIS for Apache, and even harder to substitute SQL Server for MySQL. And don’t even think about replacing PHP with C# or Visual Basic. This appendix provides a step-by-step tutorial for setting up a debugging environment on your Windows workstation. My goal was to duplicate the development environment of Visual Studio, and this set-up gets about as close as you can. Old habits die hard, and if you’re like me you’ve got some. I’ve been using a Windows-based computer since Windows was first available as an application that ran under DOS. As with most technologies, Windows and I have a love-hate relationship, but for some reason I keep coming back. Visual Studio is the perfect development environment. My development editor of choice was once VEdit, an emacs-style editor. I reluctantly switched to Visual Studio to do Visual Basic 6 programming, and learned to love IntelliSense. With Visual Studio 2010 and the .NET reflection-based IntelliSense, I can’t imagine coding without it. After the Windows Vista debacle, I seriously considered switching to Ubuntu or Macintosh. If Microsoft couldn’t get its core operating system right, how long would it be until everything else suffered? Windows 7 changed my mind.
    [Show full text]
  • Techniques for Inelastic Effective Field Theory Measurements with The
    Techniques for Inelastic Effective Field Theory Measurements with the Large Underground Xenon Experiment by Daniel Patrick Hogan A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Physics in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Robert Jacobsen, Chair Professor Marjorie Shapiro Professor Kai Vetter Summer 2018 Techniques for Inelastic Effective Field Theory Measurements with the Large Underground Xenon Experiment Copyright 2018 by Daniel Patrick Hogan 1 Abstract Techniques for Inelastic Effective Field Theory Measurements with the Large Underground Xenon Experiment by Daniel Patrick Hogan Doctor of Philosophy in Physics University of California, Berkeley Professor Robert Jacobsen, Chair Cosmological evidence indicates that nonbaryonic dark matter makes up a quarter of the energy density of the universe. One hypothesis for the particle nature of dark matter is the weakly-interacting massive particle (WIMP). The Large Underground Xenon (LUX) experiment is a dual-phase xenon WIMP search experiment with a 250kg active volume. Computational tools developed to support LUX analyses include data mirroring and a data visualization web portal. Within the LUX detector, particle interactions produce pulses of scintillation light. A pulse shape discrimination (PSD) technique is shown to help classify interaction events into nuclear recoils and electron recoils based on the time-structure of the pulses. This approach is evaluated in the context of setting limits on inelastic effective field theory (IEFT) dark matter models. Although PSD is not found to provide significant improvement in the limits, LUX is nevertheless able to set world-leading limits on some IEFT models, while limits for other IEFT models are reported here for the first time.
    [Show full text]
  • Dialog Design: Windows, Icons, Menus and Pointers (WIMP)
    Dialog Design: Windows, Icons, Menus and Pointers (WIMP) This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Jim Foley, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Last update by Valerie Summet, Emory University. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: Feb. 2011. 1 Dialog Styles 1. Direct Manipulation 2. Command languages 3. WIMP - Window, Icon, Menu, Pointer 4. Speech/Natural language 5. Gesture, pen 2 Agenda • Review of dialogue design issues • WIMP . Advantages, disadvantages . Design guidelines 3 General Issues in Choosing Dialogue Style • Who is in control - user or computer • Initial training required • Learning time to become proficient • Speed of use • Generality/flexibility/power • Special skills - typing • Gulf of evaluation / gulf of execution • Screen space required • Computational resources required 4 WIMP • Menus, Buttons, Forms, Icons • Predominant desktop interface paradigm (along with some direct manipulation) 5 Windows Pros and Cons • Why are windows good (at least sometimes)? Are there problems with windows? . Focus just on windows, not on menus and icons etc 6 Window Pros • Facilitate multi-tasking, which many people do. • Maps well onto overlapping sheets of paper on our desks, so is a familiar concept. • Makes computer usage easier for most of us. 7 Window Cons • Can make concentrating on a single task hard (that incoming mail….) • An extension of the cluttered desk :) • May be unnecessary for dedicated- use environments that run a single application 8 Menus - Many Different Types • Pop-up • Pull-down • Radio buttons • Pie buttons • Hierarchical/cascading 9 Pie Menus From Sim City 10 Pop-up Hierarchical 11 Menu Pros and Cons • What is good about menus? • What is bad about menus? 12 Menu Pros • One keystroke or mouse operation vs.
    [Show full text]
  • Testing and Maintenance of Graphical User Interfaces Valeria Lelli Leitao
    Testing and maintenance of graphical user interfaces Valeria Lelli Leitao To cite this version: Valeria Lelli Leitao. Testing and maintenance of graphical user interfaces. Human-Computer Inter- action [cs.HC]. INSA de Rennes, 2015. English. NNT : 2015ISAR0022. tel-01232388v2 HAL Id: tel-01232388 https://tel.archives-ouvertes.fr/tel-01232388v2 Submitted on 11 Apr 2016 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE INSA Rennes présentée par sous le sceau de l’Université Européenne de Bretagne Valéria Lelli Leitão Dan- pour obtenir le grade de tas DOCTEUR DE L’INSA DE RENNES ÉCOLE DOCTORALE : MATISSE Spécialité : Informatique LABORATOIRE : IRISA/INRIA Thèse soutenue le 19 Novembre 2015 devant le jury composé de : Testing and Pascale Sébillot Professeur, Universités IRISA/INSA de Rennes / Présidente maintenance of Lydie du Bousquet Professeur d’informatique, Université Joseph Fourier / Rapporteuse Philippe Palanque graphical user Professeur d’informatique, Université Toulouse III / Rapporteur Francois-Xavier Dormoy interfaces Chef de produit senior, Esterel Technologies / Examinateur Benoit Baudry HDR, Chargé de recherche, INRIA Rennes - Bretagne Atlantique / Directeur de thèse Arnaud Blouin Maître de Conférences, INSA Rennes / Co-encadrant de thèse Testing and Maintenance of Graphical User Interfaces Valéria Lelli Leitão Dantas Document protégé par les droits d’auteur Contents Acknowledgements 5 Abstract 7 Résumé en Français 9 1Introduction 19 1.1 Context ...................................
    [Show full text]
  • Interaction Styles
    Interaction Styles User-computer dialogs Interaction Style Categories . Command-line interfaces . Menus . Natural Language . Question/answer and query dialog . WIMP and GUI . Three-dimensional interfaces 1 Interaction Style Categories . Command-line interfaces . Menus . Natural Language . Question/answer and query dialog . WIMP and GUI . Three-dimensional interfaces Command-line Interface . Def. An interface where the user types commands in response to a prompt . Examples . Operating systems . MS-DOS . Unix . Applications . ftp . telnet 2 Command-line Interfaces . Features . First interaction style (arguably) . Still widely used . Direct expression of commands to computer . May use function keys, single characters, abbreviations, or whole-word commands . Only interaction style available in some situations (e.g., remote access via telnet) Command-line Interfaces (2) . Advantages . Direct access to system functionality . Flexibility through options or parameters that modify behaviour of commands . Useful for repetitive tasks . Good for expert users . Disadvantages . Arcane syntax difficult for novices . Relies on recall (but commands difficult to remember) 3 Example Guidelines . Commands should use vocabulary of the user, not of the technician or system . Consistency from one command to the next 4 Interaction Style Categories . Command-line interfaces . Menus . Natural Language . Question/answer and query dialog . WIMP and GUI . Three-dimensional interfaces Menu-based Interaction . Features . Options displayed on the screen . Used on text-based and GUI-based systems . On text-based systems, options may be numbered . Shortcuts/accelerators possible . Just type the first letter or a unique letter of a command . Use TAB or arrow keys to navigate menu options . Advantages . Less demand on user (since options are visible) . Relies on recognition, rather than on recall 5 Guidelines .
    [Show full text]