From: Tim Wescott on
Boudewijn Dijkstra wrote:
> Op Mon, 01 Mar 2010 04:44:29 +0100 schreef D Yuniskis
> <not.going.to.be(a)seen.com>:
>> What makes a haptic interface "good"?
>
> Dunno.
>
>> bad?
>
> When it is painful. ;)

Actually, if it were on the primary controls of a plane, something that
gets painful when there's a good chance of damaging your life-preserving
airframe 10000 feet above the ground may not be a bad thing.
Particularly if there's enough pain to make you think, but not enough to
force you to fly into Mt. St. Helens on a particularly bad day.

(This is from a criticism of flight control systems, by the way -- at
least at the time it was made several years ago, Boeing automatic flight
controls were criticized for letting you bend the airplane, while Airbus
flight controls were criticized for not letting you keep the plane from
flying into terrain. I don't know if things have changed since then.)

--
Tim Wescott
Control system and signal processing consulting
www.wescottdesign.com
From: D Yuniskis on
Hi Boudewijn,

Boudewijn Dijkstra wrote:
> Op Mon, 01 Mar 2010 04:44:29 +0100 schreef D Yuniskis
> <not.going.to.be(a)seen.com>:
>> What makes a haptic interface "good"?
>
> Dunno.
>
>> bad?
>
> When it is painful. ;)

Wow, I never considered that possibility. :-/

>> *Exceptional*?
>
> Perhaps a lot of positive scientific papers about it.

<frown>

>> What would you nominate as the "best" haptic interface?
>
> For doing what? Pointing something out on a screen, inputting text
> and/or context-sensitive instructions, digging a ditch, positioning
> concrete slabs, removing a kidney and piloting an aircraft would usually
> benefit from different interface properties (haptic or not).

I disagree. I am sure there are attributes of a haptic interface
(or any other interface, for that matter) that make them better
or worse than other implementations in their class.

>> What (electronic) device would you nominate as having the
>> best haptic interface?
>
> What is the difference from the previous question?

Why does an interface have top be part of an electronic device?
E.g., I would nominate a traditional "squashed sphere" doorknob
as the best haptic interface. It's shape ("feel") is
reasonably comfortable (not painful nor intimidating -- hence
the qualification of the "squashed sphere" variety and not some
of the more exotic artsy-fartsy door handles), it doesn't
"prefer" a particular size hand, it is intuitive in operation,
can be operated without benefit of any of the other senses,
etc.

Contrast this with something like a "child proof" pill bottle...
the size of the cap varies and, as such, causes it to favor a
particular hand size/strength (arthritic senior citizens vs men
with "manly" hands vs teenagers and, of course, young children);
the childproofing usually makes the actions required to "unlock"
it counterintuitive (on purpose), etc.

Note the criteria used in these explanations identify the
sorts of things that I perceive as "important" (to *me* -- the
purpose of the question was to identify criteria that others
might consider important).

I, for example, consider most of Apple's (electronic) offerings
to have crappy interfaces. You *need* your eyes to use them
(even on things like setting the volume on an iPod), they
require more attention than should be necessary (again, the
iPod example comes to mind -- changing volume should be the
sort of thing you can do without thinking about what you
are doing -- instead of requiring you to track your finger
in a particular circular orbit on the face of the device -- note
that things like the Shuttle were much easier to operate
in this regard); they aren't particularly intuitive (contrast
with the doorknob which even a toddler can "operate"), etc.

Refering to your "For doing what?" question, could you
consider this sort of iPod interface BETTER in *any*
application than some other haptic interface -- ignoring
trivial cases? (this is a genuine question, not a statement
of my beliefs)

>> And, of course, "why", in each case.
From: D Yuniskis on
Hi Tim,

Tim Wescott wrote:
> Boudewijn Dijkstra wrote:
>> Op Mon, 01 Mar 2010 04:44:29 +0100 schreef D Yuniskis
>> <not.going.to.be(a)seen.com>:
>>> What makes a haptic interface "good"?
>>
>> Dunno.
>>
>>> bad?
>>
>> When it is painful. ;)
>
> Actually, if it were on the primary controls of a plane, something that
> gets painful when there's a good chance of damaging your life-preserving
> airframe 10000 feet above the ground may not be a bad thing.
> Particularly if there's enough pain to make you think, but not enough to
> force you to fly into Mt. St. Helens on a particularly bad day.

Wow! That's a great idea! I.e., not just "feedback" but
"particularly unpleasant feedback" that really works to
dissuade you from doing something that you shouldn't.

I've designed "big knobs" with force feedback (to simulate
the "mechanisms" you are influencing with your "adjustments")
but those just gave you subtle reinforcement that you are
"doing what you expect to be doing" (e.g., if the knob
is supposed to cause something to be elevated, then it
is harder to turn in the "up" direction than the "down"
direction).

But, that raises the issue of "what happens if you (the
device) screw up" and your "penalty pain" makes it
hard for a user to "do what is right"? (think of this
in the example you cite below; I've heard avionic
controls are far from "perfect" :> )

> (This is from a criticism of flight control systems, by the way -- at
> least at the time it was made several years ago, Boeing automatic flight
> controls were criticized for letting you bend the airplane, while Airbus
> flight controls were criticized for not letting you keep the plane from
> flying into terrain. I don't know if things have changed since then.)
From: Tim Wescott on
D Yuniskis wrote:
> Hi Tim,
>
> Tim Wescott wrote:
>> Boudewijn Dijkstra wrote:
>>> Op Mon, 01 Mar 2010 04:44:29 +0100 schreef D Yuniskis
>>> <not.going.to.be(a)seen.com>:
>>>> What makes a haptic interface "good"?
>>>
>>> Dunno.
>>>
>>>> bad?
>>>
>>> When it is painful. ;)
>>
>> Actually, if it were on the primary controls of a plane, something
>> that gets painful when there's a good chance of damaging your
>> life-preserving airframe 10000 feet above the ground may not be a bad
>> thing. Particularly if there's enough pain to make you think, but not
>> enough to force you to fly into Mt. St. Helens on a particularly bad day.
>
> Wow! That's a great idea! I.e., not just "feedback" but
> "particularly unpleasant feedback" that really works to
> dissuade you from doing something that you shouldn't.
>
> I've designed "big knobs" with force feedback (to simulate
> the "mechanisms" you are influencing with your "adjustments")
> but those just gave you subtle reinforcement that you are
> "doing what you expect to be doing" (e.g., if the knob
> is supposed to cause something to be elevated, then it
> is harder to turn in the "up" direction than the "down"
> direction).
>
> But, that raises the issue of "what happens if you (the
> device) screw up" and your "penalty pain" makes it
> hard for a user to "do what is right"? (think of this
> in the example you cite below; I've heard avionic
> controls are far from "perfect" :> )

That's why I was calling out a level of discomfort that could be
overcome with enough adrenalin. To pull an example from real life, if
you're out jogging and you pull a muscle you should slow down and walk
-- but if you're getting chased by a dozen toughs and you pull a muscle,
you should run like hell anyway!

I wouldn't put the discomfort level up to 'painful' unless it really was
a life-threatening problem. But fly-by-wire systems already have 'stick
shakers' to warn the pilots that they're pushing the envelope of safety.

--
Tim Wescott
Control system and signal processing consulting
www.wescottdesign.com
From: Joel Koltner on
"D Yuniskis" <not.going.to.be(a)seen.com> wrote in message
news:hmh540$lr1$1(a)speranza.aioe.org...
> E.g., I would nominate a traditional "squashed sphere" doorknob
> as the best haptic interface.

....but this is often cited as as very poor interface for those with limited
dexterity -- hence the trend to have handle-shaped door openers. (Here in the
U.S., on most commercial buildings the ADA makes it illegal to even have round
door knobs.)

> Contrast this with something like a "child proof" pill bottle...

Indeed. Some pharmacies (e.g., Target) have also taken on the problem that
reading a label on a cylindrically-shaped bottle is rather less than idea, and
now use kinda tapered oblongish bottles with flat surfaces for the labels.

> I, for example, consider most of Apple's (electronic) offerings
> to have crappy interfaces.

I think they're quite intuitive, although of course what one finds intuitive
is often largely a function of what they already know. :-) And I agree with
you that mechanical jog dials are better than touch-based ones.

It's true that Apple's interfaces are often not designed to be used
single-handedly/without looking at them/etc. -- this is a trend in all of
electronics and software to make things "novice friendly" often at the expense
of them no longer being "expert friendly."

---Joel