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Integrating
Multimodalities
Yonggeun Kim
Announcement
Checklist
Bossku hasn’t submitted the documentation.
Assessment Mark Status
Quiz 10% Closed
Assignment 20% Closed
Project 30% Closed*
Final Exam 40%
Overall 100%
Announcement
1. Teaching Evaluation Trim 1, 2018/2019 (Term ID 1811)
a. https://cms.mmu.edu.my/psp/csprd/?cmd=login&languageCd=ENG&
TOC
1. Type of Interactions
2. Integrating Multimodalities
a. Context-sensitive Interaction
b. COMPUTER VISION, BARCODES, AND DEVICES “SEEING”
c. MULTIMODAL INTERACTION AND INTERFACE COMBINATIONS
d. IoT-Specific Challenges and Opportunities
e. Universal Design and Accessibility
3. Summary & Conclusion
4. Q n A
a. Topics
b. Interim marks
Reading
Rowland, Claire, et al., editors. Designing Connected Products: UX for the
Consumer Internet of Things. O’Reilly, 2015. P. 290-294 🔗
2.Integrating
Multimodalities
Context-sensitive Interaction
Integrating Modalities
1. Context-sensitive Interaction
1. Definition
a. “the circumstances that form the setting for an event, statement, or idea, and in terms of
which it can be fully understood”
2. Necessity
a. To make computers sense and act on inputs such as time of day, the weather, the current
location, or the identity of the user.
i. Apps or websites
1. Device location, user identity, social network data, calendar entries, etc.
ii. Smart Devices
1. Proximity sensor, GPS (outdoor only)
2. motion, environment, motion, input/output capabilities
1810.mid1043.14
1810.mid1043.14
An opportunity for
context-sensitive
interfaces is to
demand less of the
user’s attention and
require less
interaction.
1. Context-sensitive Interaction
3. Requirements
a. A very good understanding of your users. ⇢ persona
i. Designers can only ever assume the user’s context through a proxy that a device can
sense, like location or proximity . It’s the designer that needs to establish the correlation
between such data points and user intentions or desire.
Room E Walkthrough@youtube
Computer Vision, Barcodes,
And Devices “seeing”
Integrating Modalities
Computer Vision, Barcodes, And Devices “seeing”
▸ Vision technology-based enabler (not
interface)
■ it’s faster and easier (regardless of security)
■ to input complex data quickly
▸ Are great…
■ … for replacing cumbersome input.
Computer vision and barcodes can replace
manual input like typing in wiFi credentials,
UrLs, or book titles.
▸ Are less appropriate…
■ … when the interaction is more complex than
its alternatives. If additional software (like a
Qr code reader) is required, users may view
the alternative interaction as simpler.
Computer Vision, Barcodes, And Devices “seeing”
▸ Vision technology-based enabler (not
interface)
■ it’s faster and easier (regardless of security)
■ to input complex data quickly
▸ Are great…
■ … for replacing cumbersome input.
Computer vision and barcodes can replace
manual input like typing in wiFi credentials,
UrLs, or book titles.
▸ Are less appropriate…
■ … when the interaction is more complex than
its alternatives. If additional software (like a
Qr code reader) is required, users may view
the alternative interaction as simpler.
https://indexprints.net/products/details/234/MCA-ID-Badge-2
Multimodal Interaction and
Interface Combinations
Integrating Modalities
Multimodal Interaction and Interface Combinations
▸ In a similar way, interaction with a
connected device can combine different
types of interfaces into one. This is called
multimodal interaction.
▸ By combining interface types, designers
can create interactions that feel more like
human-to-human interaction.
▸ Friendly, kind, and thoughtful.
IoT-Specific Challenges and
Opportunities
Integrating Modalities
IoT-Specific Challenges and Opportunities
1. Deciding on the level of interactivity of a connected device
2. Mobile and Web UIs
3. Glanceable and ambient interfaces
4. Working with limited input and output capabilities
IoT-Specific Challenges and Opportunities
1. Deciding on the level of interactivity of a connected device
a. Flexibility usability tradeoff (with a cost question)
b. Considering future changes and developments
c. Dynamic labels with physical controls
IoT-Specific Challenges and Opportunities
1. Deciding on the level of interactivity of a connected device
a. Flexibility usability tradeoff (with a cost question)
b. Considering future changes and developments
c. Dynamic labels with physical controls
IoT-Specific Challenges and Opportunities
2. Mobile and Web UIs ⇢ Good to use
a. Flexible for future changes
b. Active / open community for development
c. Provides rich input / output hardwares with
higher computing power.
d. Smartphone enables to access the personal
data.
e. App store eases distribution and updates.
f. OS / APP platforms offers existing
notification methods.
2. Mobile and Web UIs ⇢ Bad to avoid
a. Smartphones aren’t reliably available all the
time: battery, signal issue, muted, etc.
b. Maybe slower than old solutions: e.g. key.
c. Device dependant for functions and alarms.
d. Conceptual modelling is subjective. E.g. tech
savvy.
i. Pre-attentive
● Glanceable; no cognitive load required
ii. Calm
● Nonintrusive; seamless with environment
(e.g., Evergreen, Friendly)
iii. Universal
● No language, characters, or numbers
iv. Open
● Able to represent multiple types of data;
coded, private
IoT-Specific Challenges and Opportunities
3. Glanceable and ambient interfaces
a. Ambient; devices that only grab the user’s
attention when required.
http://www.teradadesign.com/works/products/carved.html
IoT-Specific Challenges and Opportunities
4. Working with limited input and output capabilities
a. Considerations on constraints, mapping, and feedback.
https://www.youtube.com/watch?v=6D9HElad0t4
https://www.withings.com/eu/en/body-plus
Berg Cloudwash: the washing machine that orders detergent from Amazon
Universal Design and
Accessibility
Integrating Modalities
Accessibility
▸ How to
■ Checklist; 35 Questions to ask yourself
when designing products for people with
sight loss, disabilities and older people by
The Royal National Institute of Blind People
(RNIB)
■ Simulate disabilities
■ From empathy to partnership; Design
together
http://www.kokenmpc.co.jp/english/products/life_simulation_models/nursing_education/lm-060/index.html
Universal Design—We’re All Disabled Sometimes
Universal design is a term coined by architect
Ronald L. Mace. Similar to “design for all,” it
refers to a design approach that aims to make
products and environments usable for as many
people as possible, regardless of their age or
ability. … Universal design aims to make products
usable in the broadest range of situations,
whether the user is permanently disabled or not.
Universal Design—We’re All Disabled Sometimes
▸ Principle 1: Equitable Use
■ The design is useful and marketable to people
with diverse abilities.
▸ Principle 2: Flexibility in Use
■ The design accommodates a wide range of
individual preferences and abilities.
▸ Principle 3: Simple and Intuitive Use
■ Use of the design is easy to understand,
regardless of the user’s experience, knowledge,
language skills, or current concentration level.
▸ Principle 4: Perceptible Information
■ The design communicates necessary
information effectively to the user, regardless of
ambient conditions or the user’s sensory
abilities.
▸ Principle 5: Tolerance for Error
■ The design minimizes hazards and the adverse
consequences of accidental or unintended
actions.
▸ Principle 6: Low Physical Effort
■ The design can be used efficiently and
comfortably and with a minimum of fatigue.
▸ Principle 7: Size and Space for Approach and
Use
■ Appropriate size and space is provided for
approach, reach, manipulation, and use
regardless of user’s body size, posture, or
mobility.
2.Summary &
Conclusion
All lecture slides are available on MMLS
▸ Part I Understanding Multimodal Interaction
■ History of Human-computer Interaction
➜ Notable inventions & the direction of innovations
■ Fundamental concepts and principles (by Don Norman)
➜ Elements
➜ Principles
➜ Psychologies of everyday things, everyday action
➜ How our memory works
▸ Part II Designing Multimodality Interactivity
■ What is appropriate and less appropriate based on input/output hardware & modalities
■ Considerations
➜ Context; Why is it important
➜ What is pros and cons when computer can see us
➜ Current technologies
➜ Universal Design and Accessibility
▸ You must read all the reading materials (MMLS)
▸ Review your blended learning survey questions, quiz, and assignment
■ Quiz
■ Assignment
■ W04 Survey (blended learning)
■ W09 Survey (blended learning)
3.Q & A

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1810.mid1043.14

  • 3. Checklist Bossku hasn’t submitted the documentation. Assessment Mark Status Quiz 10% Closed Assignment 20% Closed Project 30% Closed* Final Exam 40% Overall 100%
  • 4. Announcement 1. Teaching Evaluation Trim 1, 2018/2019 (Term ID 1811) a. https://cms.mmu.edu.my/psp/csprd/?cmd=login&languageCd=ENG&
  • 5. TOC 1. Type of Interactions 2. Integrating Multimodalities a. Context-sensitive Interaction b. COMPUTER VISION, BARCODES, AND DEVICES “SEEING” c. MULTIMODAL INTERACTION AND INTERFACE COMBINATIONS d. IoT-Specific Challenges and Opportunities e. Universal Design and Accessibility 3. Summary & Conclusion 4. Q n A a. Topics b. Interim marks
  • 6. Reading Rowland, Claire, et al., editors. Designing Connected Products: UX for the Consumer Internet of Things. O’Reilly, 2015. P. 290-294 🔗
  • 9. 1. Context-sensitive Interaction 1. Definition a. “the circumstances that form the setting for an event, statement, or idea, and in terms of which it can be fully understood” 2. Necessity a. To make computers sense and act on inputs such as time of day, the weather, the current location, or the identity of the user. i. Apps or websites 1. Device location, user identity, social network data, calendar entries, etc. ii. Smart Devices 1. Proximity sensor, GPS (outdoor only) 2. motion, environment, motion, input/output capabilities
  • 12. An opportunity for context-sensitive interfaces is to demand less of the user’s attention and require less interaction.
  • 13. 1. Context-sensitive Interaction 3. Requirements a. A very good understanding of your users. ⇢ persona i. Designers can only ever assume the user’s context through a proxy that a device can sense, like location or proximity . It’s the designer that needs to establish the correlation between such data points and user intentions or desire. Room E Walkthrough@youtube
  • 14. Computer Vision, Barcodes, And Devices “seeing” Integrating Modalities
  • 15. Computer Vision, Barcodes, And Devices “seeing” ▸ Vision technology-based enabler (not interface) ■ it’s faster and easier (regardless of security) ■ to input complex data quickly ▸ Are great… ■ … for replacing cumbersome input. Computer vision and barcodes can replace manual input like typing in wiFi credentials, UrLs, or book titles. ▸ Are less appropriate… ■ … when the interaction is more complex than its alternatives. If additional software (like a Qr code reader) is required, users may view the alternative interaction as simpler.
  • 16. Computer Vision, Barcodes, And Devices “seeing” ▸ Vision technology-based enabler (not interface) ■ it’s faster and easier (regardless of security) ■ to input complex data quickly ▸ Are great… ■ … for replacing cumbersome input. Computer vision and barcodes can replace manual input like typing in wiFi credentials, UrLs, or book titles. ▸ Are less appropriate… ■ … when the interaction is more complex than its alternatives. If additional software (like a Qr code reader) is required, users may view the alternative interaction as simpler. https://indexprints.net/products/details/234/MCA-ID-Badge-2
  • 17. Multimodal Interaction and Interface Combinations Integrating Modalities
  • 18. Multimodal Interaction and Interface Combinations ▸ In a similar way, interaction with a connected device can combine different types of interfaces into one. This is called multimodal interaction. ▸ By combining interface types, designers can create interactions that feel more like human-to-human interaction. ▸ Friendly, kind, and thoughtful.
  • 20. IoT-Specific Challenges and Opportunities 1. Deciding on the level of interactivity of a connected device 2. Mobile and Web UIs 3. Glanceable and ambient interfaces 4. Working with limited input and output capabilities
  • 21. IoT-Specific Challenges and Opportunities 1. Deciding on the level of interactivity of a connected device a. Flexibility usability tradeoff (with a cost question) b. Considering future changes and developments c. Dynamic labels with physical controls
  • 22. IoT-Specific Challenges and Opportunities 1. Deciding on the level of interactivity of a connected device a. Flexibility usability tradeoff (with a cost question) b. Considering future changes and developments c. Dynamic labels with physical controls
  • 23. IoT-Specific Challenges and Opportunities 2. Mobile and Web UIs ⇢ Good to use a. Flexible for future changes b. Active / open community for development c. Provides rich input / output hardwares with higher computing power. d. Smartphone enables to access the personal data. e. App store eases distribution and updates. f. OS / APP platforms offers existing notification methods. 2. Mobile and Web UIs ⇢ Bad to avoid a. Smartphones aren’t reliably available all the time: battery, signal issue, muted, etc. b. Maybe slower than old solutions: e.g. key. c. Device dependant for functions and alarms. d. Conceptual modelling is subjective. E.g. tech savvy.
  • 24. i. Pre-attentive ● Glanceable; no cognitive load required ii. Calm ● Nonintrusive; seamless with environment (e.g., Evergreen, Friendly) iii. Universal ● No language, characters, or numbers iv. Open ● Able to represent multiple types of data; coded, private IoT-Specific Challenges and Opportunities 3. Glanceable and ambient interfaces a. Ambient; devices that only grab the user’s attention when required. http://www.teradadesign.com/works/products/carved.html
  • 25. IoT-Specific Challenges and Opportunities 4. Working with limited input and output capabilities a. Considerations on constraints, mapping, and feedback. https://www.youtube.com/watch?v=6D9HElad0t4 https://www.withings.com/eu/en/body-plus
  • 26. Berg Cloudwash: the washing machine that orders detergent from Amazon
  • 28. Accessibility ▸ How to ■ Checklist; 35 Questions to ask yourself when designing products for people with sight loss, disabilities and older people by The Royal National Institute of Blind People (RNIB) ■ Simulate disabilities ■ From empathy to partnership; Design together http://www.kokenmpc.co.jp/english/products/life_simulation_models/nursing_education/lm-060/index.html
  • 29. Universal Design—We’re All Disabled Sometimes Universal design is a term coined by architect Ronald L. Mace. Similar to “design for all,” it refers to a design approach that aims to make products and environments usable for as many people as possible, regardless of their age or ability. … Universal design aims to make products usable in the broadest range of situations, whether the user is permanently disabled or not.
  • 30. Universal Design—We’re All Disabled Sometimes ▸ Principle 1: Equitable Use ■ The design is useful and marketable to people with diverse abilities. ▸ Principle 2: Flexibility in Use ■ The design accommodates a wide range of individual preferences and abilities. ▸ Principle 3: Simple and Intuitive Use ■ Use of the design is easy to understand, regardless of the user’s experience, knowledge, language skills, or current concentration level. ▸ Principle 4: Perceptible Information ■ The design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities. ▸ Principle 5: Tolerance for Error ■ The design minimizes hazards and the adverse consequences of accidental or unintended actions. ▸ Principle 6: Low Physical Effort ■ The design can be used efficiently and comfortably and with a minimum of fatigue. ▸ Principle 7: Size and Space for Approach and Use ■ Appropriate size and space is provided for approach, reach, manipulation, and use regardless of user’s body size, posture, or mobility.
  • 32. All lecture slides are available on MMLS ▸ Part I Understanding Multimodal Interaction ■ History of Human-computer Interaction ➜ Notable inventions & the direction of innovations ■ Fundamental concepts and principles (by Don Norman) ➜ Elements ➜ Principles ➜ Psychologies of everyday things, everyday action ➜ How our memory works ▸ Part II Designing Multimodality Interactivity ■ What is appropriate and less appropriate based on input/output hardware & modalities ■ Considerations ➜ Context; Why is it important ➜ What is pros and cons when computer can see us ➜ Current technologies ➜ Universal Design and Accessibility
  • 33. ▸ You must read all the reading materials (MMLS) ▸ Review your blended learning survey questions, quiz, and assignment ■ Quiz ■ Assignment ■ W04 Survey (blended learning) ■ W09 Survey (blended learning)