Multimodal feedback in HCI: haptics, non-speech audio, and their applications

Euan Freeman, Graham A. Wilson, Dong-Bach Vo, Alexander Ng, I. Politis, S. Brewster
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引用次数: 33

Abstract

Computer interfaces traditionally depend on visual feedback to provide information to users, with large, high-resolution screens the norm. Other sensory modalities, such as haptics and audio, have great potential to enrich the interaction between user and device to enable new types of interaction for new user groups in new contexts. This chapter provides an overview of research in the use of these non-visual modalities for interaction, showing how new output modalities can be used in the user interface to different devices. The modalities that will be discussed include: Haptics: tactons (vibrotactile feedback), thermal (warming and cooling feedback), force feedback, and deformable devices; Non-Speech Audio: auditory icons, Earcons, musicons, sonification, and spatial audio output. One motivation for using multiple modalities in a user interface is that interaction can be distributed across the different senses or control capabilities of the person using it. If one modality is fully utilized or unavailable (e.g., due to sensory or situational impairment), then another can be exploited to ensure the interaction succeeds. For example, when walking and using a mobile phone, a user needs to focus their visual attention on the environment to avoid bumping into other people. A complex visual interface on the phone may make this difficult. However, haptic or audio feedback would allow them to use their phone and navigate the world at the same time. This chapter does not present background on multisensory perception and multimodal action, but for insights on that topic see Chapter 2. Chapter 3 also specifically discuss multisensory haptic interaction and the process of designing for it. As a complement, this chapter presents a range of applications where multimodal feedback that involves haptics or non-speech audio can provide usability benefits, motivated by Wickens' Multiple Resources Theory [Wickens 2002]. The premise of this theory is that tasks can be performed better and with fewer cognitive resources when they are distributed across modalities. For example, when driving, which is a largely visual task, route guidance is better presented through sound rather than a visual display, as that would compete with the driving for visual cognitive resources. Making calls or texting while driving, both manual tasks, would be more difficult to perform compared to voice dialing, as speech and manual input involve different modalities. For user interface design, it is important to distribute different tasks across modalities to ensure the user is not overloaded so that interaction can succeed.
人机交互中的多模态反馈:触觉、非语音音频及其应用
传统上,计算机界面依靠视觉反馈向用户提供信息,大屏幕、高分辨率屏幕是常态。其他感官模式,如触觉和音频,在丰富用户和设备之间的交互方面具有巨大的潜力,可以在新的环境中为新的用户群体提供新型的交互。本章概述了使用这些非视觉模式进行交互的研究,展示了如何在不同设备的用户界面中使用新的输出模式。将讨论的模式包括:触觉:触觉反馈(振动触觉反馈),热(加热和冷却反馈),力反馈和可变形设备;非语音音频:听觉图标、耳塞、音乐图标、声音和空间音频输出。在用户界面中使用多种模式的一个动机是,交互可以分布在使用它的人的不同感官或控制能力之间。如果一种方式被充分利用或不可用(例如,由于感觉或情境障碍),那么可以利用另一种方式来确保互动成功。例如,在走路和使用手机时,用户需要将视觉注意力集中在环境上,以避免撞到其他人。手机上复杂的视觉界面可能会使这变得困难。然而,触觉或音频反馈将使他们能够同时使用手机和导航世界。本章不介绍多感官知觉和多模态作用的背景,但有关该主题的见解见第2章。第三章详细讨论了多感官触觉交互及其设计过程。作为补充,本章介绍了一系列应用,其中涉及触觉或非语音音频的多模态反馈可以提供可用性方面的好处,这是由Wickens的多重资源理论[Wickens 2002]推动的。这一理论的前提是,当任务被分配到不同的模式时,可以用更少的认知资源更好地完成任务。例如,当驾驶是一项主要的视觉任务时,通过声音而不是视觉显示来呈现路线指引会更好,因为这会与驾驶争夺视觉认知资源。与语音拨号相比,开车时打电话或发短信这两项手动任务将更加困难,因为语音和手动输入涉及不同的模式。对于用户界面设计,重要的是跨模式分配不同的任务,以确保用户不会过载,从而使交互能够成功。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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