Unit 75 Report Title: HCI: What are they? Author: William Hughes
I certify that work contained in this assessment was researched and prepared by me.
Learner Signature: William Hughes
1.1 Introduction Human Computer Interfaces can be described as how people interact with computers and how computers are designed for efficient user input.
1.2 How do users interact with computers?
Users interact with computers using keyboards. Keyboards allow the user to type in letters,number,symbols and other shortcuts into the computer. Ergonomic keyboards exist that are designed for easier, comfortable and efficient typing.
Users interact with computers using mice. A mouse allows the user to control the cursor on the computer, which allows for precise movement and clicking on certain parts on the display. Mice have at least 3 buttons, a left click, a right click, and a scrollbar which can also be clicked. Users interact with computers using gamepads. These work similarly to a keyboard but are designed to fit the hands ergonomically and are used primarily for video games. Many different gamepad layouts exist including the Dualshock, Xbox Controller, Wiimote, Steam Controller and more. The Dualshock and the Xbox Controller are very similar yet have slight differences. Differences include different analog stick placements, different button names (X,Square,Triangle,Circle instead of A,B,X,Y) and convex instead of concave analog sticks. However some gamepads such as the Wiimote differ greatly from these gamepads. For example, the Wiimote uses an entirely different layout and uses primarily motion controls as input.
The Steam Controller is similar in layout to the popular current gamepads by Xbox and Playstation but instead of using a traditional analog stick, it uses a touchpad. The D-PAD is also replaced with a touchpad. As well as that it has buttons on the back that can be used as extra inputs. It has a traditional analog stick at the bottom left of the controller which can be used if the user decides to use that instead of the touchpad to left of it. The Steam Controller even has a gyrometer allowing for real-life movement to act as an input. The touchpads allows the gamepad to have the precision of a mouse whilst having the comfort and portability of a gamepad. The Steam Controller is fully customizable as it uses its own API that allows any input from the Steam Controller to be changed. For example, you can set it so the back buttons do the X+A inputs at the same time. In some games (The Batman Arkham Series for example), both of these inputs at the same time cause an action. This means that, instead of pressing two buttons to cause the action, only one would need to be pressed acting as a shortcut.
Users interact with computers using touchscreens. Touchscreens allows users to touch where on the screen where they want to click on. Smartphones and tablets tend to use touchscreens over other types of input. As well as that, you can get touchscreen laptops and monitors but it is less common as it costs more than a normal screen. Alternatively, some touchscreens are not designed for fingers and are rather designed for stylus. Some portable devices such as the Nintendo DS, Nintendo Wii U and Nintendo 3DS use stylus as they are use smaller and lower quality touch screens. Two different types of of touchscreen exist: resistant and capacitive. Resistant touchscreens work by having two layers that when pushed together creates an electric signal acting as an input. However, capacitive touchscreens work by making use of the fact that the human body is conductive. The screen is designed out of a glass coated with transparent conductive material. This means that when a human hand touches it, the conductivity of the human body creates an electric signal acting as an input.
Users interact with computers using motion detectors. Examples include the Xbox Kinect and Sony EyeToy. These use real-life movement such as moving your arms as input. These work by using a camera that detect movement.
Virtual Reality is a new technology that allows the user to immerse themselves into virtual worlds. They work by displaying a screen in a headset that is then enlarged and modified using special lenses. This means that when a VR headset is worn, it feels like you really are where the headset is displaying. This effect is increased in realism by Virtual Reality controllers that act as hands allowing the user to interact and grab things in the environment. Examples of Virtual Reality headsets with controllers include the Oculus Rift with Touch Controllers and the HTC Vive with Vive Wands or Knuckles controllers.
1.3 Interfaces Users interact with computers using interfaces. Command-line interfaces allow users to control a computer using just a keyboard. Command-line interfaces work by making it so certain words act as operations and commands. For example, on Linux based systems, the command “CD” changes what directory the computer is viewing and making changes to.
Menu-based interfaces work by giving the user multiple choices that act as commands. For example a menu for a video game could have 3 options: Play Game, Options and Exit Game. “Play Game” would start the playable video-game, “Options” would allow the player to change settings like resolution, subtitles and volume, and “Exit Game” would close the program.
Users can interact with computers by interacting with an AI or digital personal assistant. For example, Apple’s Siri, Microsoft’s Cortana and Google Assistant. These allow users to type or speak to the AI and get accurate responses to what a human would give. They can also carry out actions such as sending a message to a contact or purchasing a certain item.
It is important to make programs accessible to as many people as possible so the most amount of people can use the program. The easiest way to do this is to make the program very customizable with many options. For example, people with worse eyesight than average may need to increase font sizes for the program’s text to be viewable. Some disabilities can make interacting with computers difficult. For example, blind people can not use traditional monitors or screens as they can not physically view the display. Therefore, blind people tend to use either hard-coded braille or audio narrators that describe and read what's on the screen.
The best program interfaces are simple whilst allowing for complex actions. The user should not have to think how to do something, it should be obvious and feel natural for the user.
1.4 Summary Users interact with computers using keyboards allowing the user to type using buttons. Users interact with computers using mice allowing the user to point and click on a screen with a cursor. Users interact with computers using gamepads allowing the user to press ergonomically located buttons which work as inputs. Many gamepads exist each differently shaped and with different features. Users interact with computers using touchscreens allowing the user to directly touch where they want to click. Users interact with computers using motion detectors that register real-life movement as input. Virtual Reality is a new technology that allows users to immerse themselves in a virtual world. It works by displaying a screen in a headset that is modified by 2 lenses. This creates a 3D Effect where it feels like you are where the computer is rendering. This effect is increased by using motion controllers that track where your hands are allowing you to interact with the environment. Command-line interfaces allow users to control a computer using just commands inputted from a keyboard. Menu-based interfaces work by allowing the user the freedom of selecting an option from a select amount of options. Digital Personal Assistants allow the user to talk to an AI and get realistic responses. They can also carry out actions for the user. It is important to make programs that are accessible to everyone and heavily customizable. 1.5 | Bibliography / References
Unit 75 Report Title: HCI: Forms of Feedback Author: William Hughes
I certify that work contained in this assessment was researched and prepared by me.
Learner Signature: William Hughes
1.1 Introduction Video Games and software convey many different types of feedback in order for the user to understand what the user and software has done. In this report, I will be exploring the many ways this is done.
1.2 Forms of Feedback Examples Vibration and haptic feedback are used as a form of feedback. Many input devices such as the Dualshock 3 and 4, Xbox One and 360 controllers, Oculus Touch controllers and the Steam Controller offer vibration or haptic feedback as a way of reinforcing inputs or increasing immersion. Many phones also use haptic feedback as a way for a virtual-keyboard to feel more realistic. Eccentric rotating mass vibration motor haptic feedback uses small motors that have an off-center weight. When triggered, they rotate causing vibration. Linear resonant actuator haptic feedback works by having a tiny internal mass attached to a spring. This creates a vibration when driven.
User interface changes are used as a form of feedback. For example, the “Call of Duty” series of video games use hitmarkers to display the fact that bullets hit the target. This allows for the player to realize they shot and perhaps killed the target without needing to check if they are alive by visually checking their body or viewing a scoreboard. Hitmarkers are simple visual indicators in the shape of 4 lines all converging together. Another example of user interface changes as feedback is point systems. Point systems summarise your skill and history with the game by granting a number tied to each good action accomplished in the game. For example, in Pac-Man, 10 points are awarded every time the player eats a pac-dot. As well as that, more points are awarded for eating fruit and the enemies. This means that, the longer and more skilled the player is, the more points they will get. Point systems generally do not affect the gameplay, meaning they can be entirely ignored if wished by the player. Point systems also allow you to compare yourself to other players, creating a competitive aspect to the game.
Audio changes are used as a form of feedback. For example, the “Tomb Raider” series of video games use a high-pitched “ting”-like noise every time the player finds a treasure in the environment. This gives a great sense of satisfaction and reinforces the fact this area is a secret and not an area every player would find. Another example of audio changes include music changing. For example, if the game changes the music to a more dramatic, loud theme, then the game could be attempting to raise tension and hint towards the fact that danger or death is near.
Gameplay changes are used as a form of feedback. For example, many Role-Playing Games use an experience bar and character level system as progression. As actions are completed, the character's XP number increases. When this number reaches a certain threshold, the character's level is increased by one. Most games tend to award stat boosts or new skills once a character level’s up allowing for the player’s character to grow and become stronger as they play the game. Examples of games that use this kind of system include “The Witcher 3”, “Fallout 4” and “Baldur's Gate”. This type of progression system was popularised with “Dungeon and Dragons”, a traditional tabletop role-playing game. Some games use a modified version of this mechanic. For example, the video game “Borderlands 2” uses similar mechanics. It uses a traditional XP progression system as well as another progression system which gives slight stat bonuses as certain achievements are completed. For example, finding 2 “Vault Symbol” secrets in a certain area grants a choice of stat boosts like Fire Rate +1%, Gun Damage +1% or Accuracy +1%. This promotes exploration and replaying previous areas to complete tasks faster and smoother.
1.3 Summary Video games must convey feedback in order for the game experience to be fluid,satisfying and fun. Video games covey this feedback in many different forms. Haptic feedback is used as a form of feedback. Haptic feedback increases immersion and reinforces inputs by vibrating, causing a physical response in the player. User interface changes are used as a form of feedback. For example, hitmarkers and point systems showcase what the player has done, in the form of simple image overlays or number changes. Audio changes are used as a form of feedback. For example, certain satisfying noises can be used to signify secrets or progression. Gameplay changes are used as a form of feedback. For example, some games get tougher as the player grows in skill and power allowing for the game to be balanced and so the player does not feel overpowered or too strong.