US Navy will replace touchscreen with mechanical controls on its destroyers
theverge.com
theverge.com
Touchscreens, which are ideal for representing multiple user unterfaces in an intuitive way, but requiring constant visual contact are being replaced by a physical user interface that can be used by both touch, and memory?
Why was touchscreen ever even a consideration for controls you're not looking at?
Touchscreen is great for phones. It is awful for keyboards (see macbook pro). And if is even more awful for controls. Has nobody researched this before spending a few hundred million dollars?
Though, on a serious note, I work in industrial automation and user interfaces, aka HMI's have been touch oriented for quite some time. It was and still is common to see graphical elements which emulate the look of physical buttons used on machinery. This was done to help operators navigate touch screens who were used to panels full of buttons, knobs, and switches.
Recently I rebuilt a machine that was half analog and half digital controls to all digital control. I first started with a full touch interface with provisions for knobs and buttons. During testing operators hated, and I mean HATED the touch screen when it came to virtual potentiometers (one operator got up and walked away saying "this screen is a fucking piece of shit"). I installed encoder knobs to emulate potentiometers and it was a success. Everyone was happy.
Some things just can't be done with a screen. You need physical things to interact with.
IIRC the official explanation from the makers of Star Trek is that the displays look like simple touch screens, but they are actually overlaid with structured force fields, so for the users it feels like a physical button press.
There's really no need to force this decision to go in either direction. Ever since I first heard of capacitive multitouch, going back to the timeframe before the first iPhone announcement, I've been waiting for someone to build 'stick-on' encoder knobs that the touchscreen controller can read.
These would simply take the form of a knob with a metal leaf or other polygonal electrode in its base, whose rotation could be sensed by code similar to that used to implement crappy 'virtual potentiometers' on existing touchscreens. The fixed part of the knob base would be epoxied or otherwise bonded directly to the screen surface, or perhaps held in place with some sort of frame.
Doesn't seem to have happened yet despite being an incredibly obvious (and inexpensive!) thing to do. Seems like the MIDI community would be all over something like this, even if no one else considered it worthwhile.
Being able to set the dial on the screen and just turn it is a really good-feeling workflow, though likely not for something as mission-critical as the article is describing.
Check this: http://huyle.de/2019/02/12/accessing-capacitive-images/ As you see, the sensor elements are huge, 4×4mm each, i.e. there’re only 15×27 sensors for the complete touch screen. On top of that, there’s high amount of noise in the signal of each sensor.
The reasons why it works OK in practice, fingers have very predictable shape, also a lot of software involved on all levels of the stack. Touch screen firmware filters out sensor noise and generates touch points. Higher level GUI frameworks “snap“ touches to virtual buttons, some platforms go as far as making virtual keyboard buttons different sizes, depending on which virtual keys are expected to be clicked next, according to predictive input software i.e. dictionaries.
What you propose probably can be done, by using a finger-like object, but I don’t expect the resolution will be great. At least not in comparison with hardware turning knobs, even cheap ones can be make extremely precise. See this https://en.wikipedia.org/wiki/Rotary_encoder and https://en.wikipedia.org/wiki/Incremental_encoder for more info, both are used a lot in wide variety of applications. Old mice with a ball had 2 of them, the reason why ball mice sucked was not sensor precision, it was dirt accumulation, a minor issue for a knob.
[1] VR and AR Fundamentals: https://medium.com/@michaelnaimark/vr-ar-fundamentals-prolog...
[2] Other Senses (Touch, Smell, Taste, Mind): https://medium.com/@michaelnaimark/vr-ar-fundamentals-3-othe...
[3] Food Simulator: https://www.wired.com/2003/08/slideshow-wonders-aplenty-at-s... https://ars.electronica.art/center/en/food-simulator/ http://icat.vrsj.org/papers/2003/00876_00000.pdf
Hiroo Iwata is a brilliant mad scientist [4], and in a previous HN discussion about pie menus and haptic multitouch interfaces [5], I linked to his wonderful work on 3DOF Multitouch Haptic Interface with Movable Touchscreen. [6] [7]
[4] Professor Hiroo IWATA: http://www.frontier.kyoto-u.ac.jp/te03/member/iwata/index.ht...
[5] HN discussion of pie menus and haptic multitouch interfaces: https://news.ycombinator.com/item?id=17105984
[6] 3DOF Multitouch Haptic Interface with Movable Touchscreen: https://www.youtube.com/watch?v=YCZPmj7NtSQ
[7] 3DOF Multitouch Haptic Interface with Movable Touchscreen: https://link.springer.com/chapter/10.1007/978-981-10-4157-0_...
>Shun Takanaka, Hiroaki Yano, Hiroo Iwata, Presented at AsiaHaptics2016. This paper reports on the development of a multitouch haptic interface equipped with a movable touchscreen. When the relative position of two of a user’s fingertips is fixed on a touchscreen, the fingers can be considered a hand-shaped rigid object. In such situations, a reaction force can be exerted on each finger using a three degrees of freedom (3DOF) haptic interface. In this study, a prototype 3DOF haptic interface system comprising a touchscreen, a 6-axis force sensor, an X-Y stage, and a capstan drive system was developed. The developed system estimates the input force from fingers using sensor data and each finger’s position. Further, the system generates reaction forces from virtual objects to the user’s fingertips by controlling the static frictional force between each of the user’s fingertips and the screen. The system enables users to perceive the shape of two-dimensional virtual objects displayed on the screen and translate/rotate them with their fingers. Moreover, users can deform elastic virtual objects, and feel their rigidity.
There are some other really bizarre examples of haptic interfaces in the AsiaHaptics2016 conference videos! (Not all safe for work, depending on your chosen profession, predilection for palpation, and assessment of sphincter tone.) [8]
[8] AsiaHaptics2016: https://www.youtube.com/channel/UC8qMmIgmWhnQBeABjGlzGbg/vid...
I didn't watch Voyager much, and never saw that episode, but this is extremely disappointing. The ST:TNG Technical Manual (which came out before VOY) clearly addressed this issue, way way back in the early 90s. You can actually feel touchscreen controls, because they have miniature force fields/tractor beams that provide the same tactile sensation you get with mechanical controls. Didn't the writers of VOY ever read the TNG Tech Manual?
It's of course even more disappointing that a sci-fi TV show in the 80s/90s was able to address this important HMI issue in a book meant just for geeky fans, yet 25 years later people in the industry still don't get it. Of course, we don't have tractor beams or force fields to implement what they wrote about in the tech manual, but it does show the show's technical consultants were thinking about and aware of this issue back then, 15 years before slate-style smartphones were even invented, and that maybe we should not be using touchscreens for certain controls until we do have force fields or some other workaround.
>and I mean HATED the touch screen when it came to virtual potentiometers (one operator got up and walked away saying "this screen is a fucking piece of shit")
That operator was correct. Virtual potentiometers on a touchscreen are a horrible idea and miserable to use.
Nope, in fact they were expressly prohibited from writing about the technology. In the scripts, instead of doing their built-world-homework and writing that coherently into the story, they just had to put "[TECH]" in to the scripts. Then the technical consistency editors came along and filled that stuff in. Not even kidding. This led to some of the really disastrous (IMO) early scenes in Voyager such as one where two characters (Cpt. Janeway and B'Elanna, iirc) are bonding while solving an crisis technical issue... and the dialogue is a total hash because it was "co-written" using a completely insane method.
You can add all the haptic and UI flair you want in, but it's not going to make my nerves tingle in the way my brain expects.
video in german https://www.youtube.com/watch?v=tJjp-P9jZCk
Most industrial touchscreens I've seen are resistive which makes them much more difficult to use, especially for dragging motions, so that may be compounding the problem. Capacitive screens are generally much easier to use.
I bought an origami cover for the reader, so it can be put at an angle on the desk.
The combination of both mean that I need to turn it off, otherwise it would randomly switch pages when it is in my pocket.
I miss my first Kindle with its physical page turning buttons.
I'm not anti-touchscreen by any measure, but did you really find that surprising? It seems common knowledge to me that keyboard shortcuts are faster than touchscreens for most tasks.
That common knowledge is wrong, but it comes from an important truth: brand new users who are not yet committed to your product will get frustrated if the thing they need to do is hidden away as a key-binding or command-line command.
So successful products optimise for the UX of a user who doesn't yet know how to use the product well. And such users really love touchscreens.
Yamaha has a nice idiom called "touch-and-turn" where there's an unassigned encoder right next the screen which manipulates whichever parameter you tap onscreen. Navigating the touchscreen is at least as nice as visually scanning a large format analog console to find the right handle, but a knob is the right way to actually tune it. It works well.
Your hands spend little if any time on the touchscreen during the show, but it helps you understand what's going on with the physical control surface and grab rarely accessed parameters, not worthy of dedicated console real estate, when needed.
Of _course_ they did.
But nobody listens to the UX/HCI researchers and academics, when the touchscreen vendor's sales team are inviting them to fully catered lunches on a tropical golf course...
Business as usual.
It happens with _everything_ else in this stupid industry, what're the chances of it not happening just the same when the tech industry targets the military industrial complex???
You could replace that with the more general "Humans as usual."
As pointed out in the article, this is not good human factors process when the key set of command options are fixed and unlikely to change. And that hard controls for similar functions across equipment gives better cost savings in human training time than the "soft" controls give at acquisition time.
I do think military acquisition folks can "fall in love" with "sci fi" interfaces but there has been a ton of excellent research at NASA Ames which disputes the utility of such interfaces.
Boeing: https://www.nasaspaceflight.com/2018/08/boeing-starliner-cre...
SpaceX: https://i.kinja-img.com/gawker-media/image/upload/atk7lokher... (I despise Gizmodo, so it's a deep link for this one)
So if there's things you can do with the touchscreens it's likely to be a whole lot of small things you might want to do in rare non-emergency situations. That's a pretty good fit for a touch screen. You can potentially give the astronauts a huge amount of control over all aspects of the spacecraft without creating a mountain of buttons and knobs. It could even lead to better safety since you know that every single physical control you see is important, and there's less room for mistake when using only the physical interface.
I'm not an expert in this area, so I could be wrong, but my impression is that SpaceX has a pretty good design here. Not necessary better or worse than Boeings approach. It's not like NASA would let astronauts fly on it if they thought it was unsafe or hard to operate.
That said, it does look like they are prioritizing aesthetics over functionality of the control layout.
Like for smartwatches, I hate using touch controls to control it, I really prefer physical buttons since they provide multiple benefits
- keep the display smudge-free
- works with gloves (useful during winter)
- allow actions from touch-memory (ie: skip song without looking at it)
Having a thoughtful default UI along with the ability to display any control or status on the screen would seem like a better idea for central control station. A captain could pull up their own configuration for the control panel. During an emergency, they could fallback to a default view that could be referenced by operating procedure documents. Give the ability to delegate controls to other stations but do not allow multiple stations to control the same input, that seems like an idiotic idea.
Add labels on the display and use a set of generic controls and boom, you can use the same hardware for a ton of functions given the right abstractions.
In fact the UI can be identical for a device with softkeys vs. one with a touchscreen. It causes a few DOH! moments when you are working with some instruments that work one way and some the other, but this isn't nearly as annoying as you might expect.
You still have to look at the screen though. Unless maybe you could 'lock' the UI into one mode (with no sub-menus), which might be a good compromise for vehicles.
I don't think it's that researchers think it's good. I think that executives and programmers do.
I am no expert on this, but from talking to people in the aviation industry I noticed slow a trend away from the cockpit-with-2,000 controls and towards using computer screens which switch between display multiple things. Or rather, there still are 2,000 controls, but thanks to the computer-screens, the number hasn't blown up to 200,000.
So my guess is the touchscreens in these ships replaced some computer screen where input (and mode switching) had been done by physical buttons. And now they are moving it back.
OTOH controls that you normally, and especially in a critical situation, reach and operate without looking, is a different thing. They should be stationary, and provide good tactile feedback.
For planes that means that controls required during normal flight can be touch controls. After all on Concord and TU-144 pilots didn’t even have visual. However during departure and landing, pilots need physics buttons and switches as it is visual flight.
Another conclusion is that fighter jets can’t have any touch controls, they are supposed to be in visual all the time.
No touchscreens for in-flight, though, although iPads became common as replacement for paper charts.
Touchscreens are vulnerable for fat fingering.
Every time i carry my touchscreenable laptop - it gets crazy because of accidental touches, moves, brushes and if i forget to lock the screen completely - this bordering with disaster, such as deleted files, moved folders, spradically launched apps, etc..
On a more serious note - the touch-screen is the greatest "generalist" UI configuration: A whole lot is possible, but no UI is any good, in the sense of having tactile elements.
To be fair, though, the crucial controls are still under my feet and under my thumbs on the steering wheel, and those are all physical/tactile.
A company I was working for used an old telnet ERP that couldn't handle the mouse so everything was keyboard only and users could move at blazingly fast speeds between the menus.
Then they asked me to make a website to help new users, honestly, I wished that they would have instead just tried to update/improve the Telenet experience or maybe let me add the same shortcuts on the web interface.
Apple could still make it happen with a future version of their Taptic Engine. Preferably with hover haptic feedback, where you feel a "tingle" or something before touching the screen.
Given the current state of such, no. Even the sheer disparity between desktop and mobile versions makes this readily apparent.
Touchscreens are the future™
However, I would not be certain if I could type well on a full-touch screen keyboard such as the Optimus Tactus [2]. I do my typing blindly, having a touch screen would constantly require me to find the correct position for my fingers by look. While on a normal keyboard that is easy to do by touch.
[1]: https://www.artlebedev.com/optimus/maximus/ [2]: https://www.artlebedev.com/optimus/tactus/
I've never seen a MacBook Pro with a touchscreen keyboard. Can you point me at one?
It is caused by the glass's surface temperature being much lower than the air temperature inside the car. Humans are warm. The air we breath is warm. We're heating up the interior of the vehicle. When that warm air contacts the cold surface of the glass, the water droplets migrate from the air onto the surface.
In order to detect it you'd need to know the glass's surface temperature ideally in the middle (away from the car's body) and also know the interior temperature. The interior temp they already have. But figuring out the glass's temp is non-trivial. Infrared camera is the only thing I can imagine working (since a sensor wouldn't be transparent or wouldn't be replaced when the glass is) but that would likely give inaccurate readings due to the outside temperature.
It ain't broke, so stop trying to 'fix' it.
There is a max-demist button, which for me is the perfect automatic function - it says what I want, and lets the car get on with selecting max fan/heat/AC/flow to the demist vents. And I can find it with muscle memory when I need it.
Probably because it costs more money and nobody will pay for it. That's the best guess I have.
there are bad touch screen systems and there are good ones. just as there are badly laid out physical controls and good ones.
even muscle memory works with touch screens, to say otherwise is just a lie. however the biggest oversight people tend to ignore is, how little they actually interact with controls of their car other than the turn signals and such. Most modern cars have full climate controls which does include humidity and such, many have automatic lights and wipers, and some go as far as doing the driving.
nineteen to twenty four buttons on steering wheel is just fine and intuitive to some just like the same number on a center console yet these same people will complain about the simplicity of a properly design touch UI and fewer physical buttons as being too complex.
"Mazda is purging touchscreens from its vehicles"
The rotary navigation knob let me do everything on the screen, and all the buttons for everything else were in intuitive places. Also a great radar cruise control, simple yet highly functional HUD, and things like rear cross alert which is amazing when backing out of 45 degree parking spots next to some big trucks.
As much as I'd love a Tesla as my next car I'm not sure if their UI is where I want to go.
Presently riding to save my health, and money.
In fact, even on touchscreens there will often be some sort of audiovisual "click" effect, whether that's an icon lighting up, expanding, or making an audible click noise.
Agreed. I consider them dangerous, a threat to public safety, they should be banned by the NTSB, and some cars that use them should be under recall to retrofit them with mechanical controls.
Many states are now passing hands free laws that criminalize the use of phones or any other devices that use your hands while driving. The states provide exceptions for car touch screen use, but they shouldn't. They should criminalize the use of all touch screens when driving, not just some.
[0] https://www.motorauthority.com/news/1121372_why-mazda-is-pur...
In one of the talks at Google I/O a few years ago a VP from Audi (or Volvo?) spoke in a thick and lofty German accent about how "ve haf completely oferhauled ze driver exzperienze". He played a sexy video clip showcasing their new Android infotainment system (something like https://youtu.be/h_7_fKJ0PNs), and the first thing I noticed is how they'd taken away my traditional temperature knobs and replaced them with digital touchscreen ones. They looked just like physical ones, and were in the exact same place you would expect (https://9to5google.com/2017/05/15/android-cars-audi/). So, I've gained absolutely nothing, and now I have to take my eyes off the road and look down at the stupid console just to change the temperature.
TLDR: Tacticle feedback is a Good Thing(tm) and designers should cultivate - not fight - muscle memory.
Modern, knob based, vehicle climate control systems actually bury a lot of functionality. For example Toyota's "automatic" AC you can either pick between fully automatic or a subset of manual controls. That's because they ran out of space/complexity headroom for more controls.
Touch screen climate control integrates better with voice (which you should be using while driving), offers better fine-grain control, more information (like CURRENT interior temp rather than just outside/target temp), and can offer new functionality (like profiles/pre-sets, additional automatic modes, memory climate, linked seat heat & cool/positional vents, etc).
I dislike several touch screen based climate control systems I've used. But that's because they're BAD. Car manufacturers are bad at making touch screen systems. But let's not throw the baby out with the bathwater. There's a lot of good reasons to go that direction, car manufacturers just need to work on UX a lot.
Which is to say, I think you're significantly limiting what you believe is possible with physical UX.
That's a false dichotomy. Tactile controls doesn't mean you can have electronic logic behind them, that you can talk to in alternative ways (e.g. through voice).
Also, I wouldn't say the whole BS added to modern "climate control" (i.e. bloated AC) systems is much of an improvement...
My old MP3 player with its physical buttons and weird control lever, well, I could work it by touch and muscle memory.
> inherently inferior / single-system
From the top of my head, maps work better on touchscreens. Navigating document trees. Making elements link together, group them. And there must be hundreds of uses not obvious now because we haven’t tried enough.
Actually I don’t see how any input system would not have some high-stake single system where it’s a perfect fit. That would just be failure of imagination in my opinion.
For managing permanent properties, I think mechanical interfaces are the best option, though of course vastly more costly.
Any control interface is by definition acting on something dynamic, so even pushing a physical button, we expect the some status to reflect the result instantly.
I think touchscreen could be best used as a step above joysticks, when an action cannot just be summed by a on/off (or +/-) state, or a vector in one direction.
Imagine in a military setting if you need to open a communication channel with 4 teams moving close to each other to warn them of a nearby enemy. Would you prefer to switch the “open communication” lever, check the team numbers, push the buttons 1, 5, 6, 12 and the “open channel” button. Or circle them directly on the map and click “open communication” on the right side panel?
I also think that a lot of touchscreen interface are immature and ill thought, but it would be the same issue with stupid buttons like we can find in so many cars for instance (why would the parking brake switch be next to the A/C on/off ?)
What I have: There's one button that toggles A/C on/off; when it's on, a green LED glows in the button (the button is flush at all times). There's an up/down lever that increases/ decreases the fan speed: hold it up, and the fan speed increases by a notch every second or two, and similarly for down. When you let go, the lever reverts to the middle position. The fan speed shows in a series of bars in a tiny display above that switch. There's another up/down lever that controls the temp setting, although exactly what that does depends on whether the A/C is on (I think). Its current setting shows as numbers above that switch. There's another controller that determines whether the air goes to the front seat only, or the front + back; the setting for that appears on the main console screen, but only for a few seconds after you change it--after that, the main console reverts to showing engine status or something, depending on how that's set. Whether it goes to the driver only, or to the driver + front seat passenger, is determined by whether the car thinks there's a passenger (which it determines by weight on the seat). There are two other controls that determine whether the defrosters are on; I can't remember how you tell what they're set for.
What I wish: two knobs to control temp and fan settings; clockwise would be higher/ faster. A lever to determine air to the front/back seats. A toggle switch to turn the A/C on/off; up is on. Toggle switches for the front/rear defrosters.
What I'm glad I don't have: touch screen controls for all this.
For a human to interface with anything digital, we need to drop what we’re doing and fully engage the touch interface.
Dangerous when driving, or similar.
With analog interfaces, our hands know exactly where to go and what to do just on feel, keeping attention elsewhere.
I’m glad the DOD made this decision and I hope others will follow.
Just because you can chip it doesn’t mean you should.
The FMVSS (https://en.wikipedia.org/wiki/Federal_Motor_Vehicle_Safety_S... ) probably has some rule that states a car has to have a physical steering wheel that operates in a particular way, as well as a brake pedal to the left of the accelerator, etc., although I haven't actually looked; I do know, however, that it requires automatic transmissions to have the PRNDL shift sequence.
With the iPod, I could manage sometimes but about half the time I ended up having to take it out and look at what i pressed because it just wasn't working by feel. I remember a couple mp3 players from the time made manual buttons with different sizes and placement and better feedback, but they weren't around for long.
Fruit gets larger and brighter, but the flavor and texture go down.
Acoustic paneled ceilings are removed in favor of exposed ductwork and beams, but noise transmission between floors and echoes on the same floor get much worse. (I am torn about this one though)
Buttons with tactile guidance feel great but look too 1990s so everything becomes a glass rectangle.
I would really really like to see and participate in a renaissance of design that accounts for all of the human senses in all their forms.
In the case of using Xbox controllers it’s actually a great idea - these controllers were designed & refined over decades of intensive use by all kinds of people around the world - you wouldn’t be able to do better even if you tried with a custom design. There are obvious concerns regarding reliability of the hardware, but the design itself is in my opinion flawless.
If I were designing a destroyer control, I would probably make the throttle be some sort of device where the position of the device indicates the throttle state. But I would certainly make the throttle be a single-purpose device that controls nothing else.
The UX terminology for what you're describing is a modal interface: https://en.wikipedia.org/wiki/Mode_(user_interface)
... which is to say, an interface that works differently depending on what "mode" the interface is in.
A classic example of a modal interface is vi/vim, where you have to explicitly switch into "editing" mode in order to actually insert text into the document. And a classic demonstration of why modal interfaces are undesirable can be produced simply by taking someone who's never used vi/vim before, sitting them down in front of it, and telling them to enter a line of text. They will start typing, and immediately become confused when the words they typed don't actually show up anywhere. (Or worse, when they happen to have typed a keystroke that corresponds to a vi command and weird stuff they didn't expect starts happening.)
As you note, modal interfaces are particularly bad in situations where the user needs to operate the system under pressure -- such as (say) on a warship, where the life of the operator may literally depend on them being able to accomplish tasks quickly and accurately. Modal interfaces force the operator to first orient themselves as to what mode the system is currently in before they can do anything, which slows down even experienced operators, and pull away attention that could otherwise be applied elsewhere.
What does all that have to do with touchscreens? Because how a touchscreen operates can be modified with only some programming, they tend to lure developers into building modal interfaces in an effort to cram as many features into them as possible. From a feature-checklist perspective that's great, but from a usability perspective it's a disaster. Anyone who's experienced a modern car infotainment system will understand why -- paging through menu screens to find the one mode with the feature you want while piloting a two-ton hunk of metal at 75mph is a bad combination.
http://www.psd-dude.com/tutorials/resources-images/adobe-pho...
https://en.wikipedia.org/wiki/MacPaint
It does not take much work for a Photoshop operator to orient themselves to the current mode, because it is communicated by a number of cues, including the shape of the mouse pointer.
One problem with vi’s interface is that, in contrast to Photoshop, it’s not easy for a vi operator to discover the available modes.
Are there any paint programs without a modal interface?
> But what is the alternative?
It takes some outside-the-box thinking. Here's an article by Larry Tesler, of Xerox PARC and original-Macintosh-team fame, on how his desire to build a modeless text editor led to the invention of copy-and-paste: http://worrydream.com/refs/Tesler%20-%20A%20Personal%20Histo...
- with experienced users, e.g. people who are used to vim
- with a sharply limited number of modes, e.g. the three modes that vim has
It's just really easy to get carried away when you have the enormous number of combinations that touchscreens allow.
with experienced users, e.g. people who are used to vim
... though, is that it basically represents a surrender on the idea that UX is important at all. Given enough time and commitment on the part of the user, any interface can be learned well enough to be adequately useful. You could build an interface out of loaded guns and rotating knives, and a sufficiently committed user could eventually learn how to operate it without killing themselves. The challenge is that most users' time and commitment are not unlimited.
A stronger argument in favor of modal interfaces is that they enable the creation of complex interfaces that wouldn't be possible without modes. This is part of what appeals to so many vim users about vim -- once you've climbed the learning cliff it presents, you can do some things much more efficiently than you could in, say, a WYSIWYG editor. I personally don't agree with that tradeoff, but I recognize that a number of people see it as worthwhile.
Too many medical devices are designed to be operated by fingers, rather than a foot. Touchscreens help the problem of hand-transferred contamination, but that is the wrong problem to fix. The problem is that hands are being forced to touch things unnecessarily. No one cares about what feet touch, because feet don't touch patients, and shoe-clad feet can step through a shallow disinfecting bath if necessary.
I have a monitor with exactly 2 inputs (1 DP, 1 HDMI). What do I need to do to switch between them?
1. Press the Menu button
2. Move the option to Input Source
3. Select Input Source
4. Move from one to the other
5. Press Select
Some monitor will compress 1-3 into a single Input Source option. Still, 3 presses? Why does literally NO ONE make a monitor with hardware input source buttons? WHY?
I HATE OSD menus. With a passion. I don't care if it's a few cents cheaper. They are literally AWFUL. Just look at the Macbook touch bar and how much it's generally reviled.
Or make monitors have a USB device profile, or just use the serial profile and have a command response protocol (http rest) for query and setting configuration. Standardize this protocol.
Now all displays could be configured using external standardized logic. I'd prefer something over SPI, but either is really ok.
Because they want to use essentially the same chassis case when they have 2 inputs or 20, and they have dozens of models over the life of the tooling to support. It's much easier to swap out the die for the backplate or to use a snap in backplate than it is to have a variable number of buttons, knobs and dials. The zero-bezel design craze is what makes them really difficult to use because they're a line of tiny, poorly labelled buttons on the front, or an awkward line of buttons on the back with tactile bumps.
The point of this joke is that as soon as the number of "things" (in this case input sources) is >1, someone somewhere starts looking at solutions as if that number might be 5, 10, 100, 1000, 1 million. Most monitors will have less than 5. Some will have up to 10. This number is known when you make the monitor.
Just let me buy a monitor with hardware input selection.
Also known as the Zero-One-Infinity Rule: http://catb.org/jargon/html/Z/Zero-One-Infinity-Rule.html
My monitor has one plug (DVI-D dual link). My monitor has 5 buttons.
But thankfully the manufacturer removed basically all software, so only the power button does anything, and the other 4 buttons are unconnected in the background. (Unfortunately this means the brightness can only be controlled by the connected computer's software)
The chassis is the same as more complicated monitors though.
What beyond me is that monitor firmware almost never have sanity check on input source switching. So every time I use wrong button I have to wait 2-3 seconds when it's attempting to switch to already active input.
I have an old display with hardware input source buttons, but if your display has 4+ inputs, and especially given most users aren't going to ever switch inputs, that's a lot of additional complexity with little point.
Isn't a single "next input" button (which cycles through) common though?
If not that, how about a simple Dpad at least!?
The problem with these manufacturers is that they don't give a shit about UX. It would be trivial to implement 3 clicks on the menu button to switch inputs or long press to switch input immediately.
any button
right x4-7 (depending on previous mode)
enter x2
down
enter
left/right (brightness)
exit
down
enter
left/right (contrast)
exit x3
Basically there are only 3 brightness modes on $850 monitor with 400cd/m2 range. Thanks to some fucking idiot who thought that a pair of knobs would look too old.I suspect this played more of a role than any of the controls or procedures did. I had a friend in the Navy and he once explained the shifts he did to me and how utterly insane they were.
I suspect leadership doesn't want to (or cant) fix the root cause (fatigue) and is happy to spend tax dollars to replace the steering and divert attention from the problem for now. Gotta do something! Anything! Even if it's not the right thing.
A warship need to be able to operate under the worst of circumstances. In that case every move you make needs to be reflex, and I can imagine that touchscreens aren't ideal for quick precise motions, done by reflex, after only 4 hours of sleep.
True, but even Navy Seals don't run sleep deprived continuously. In between those training times when they are sleep deprived, they are expected to have normal sleep cycles.
One might want to take this into account when designing user interfaces.
Mazda is purging touchscreens from its vehicles
https://www.motorauthority.com/news/1121372_why-mazda-is-pur...
Discussion: https://news.ycombinator.com/item?id=20200335
Not long after that, I was working in the kitchen, moving stuff into the blender, when a drop of water made it to the screen. The thing started at full speed throwing liquid everywhere, which worsened the situation, leaving me no way to stop it but to pull the cord out.
If I had to guess the next touchscreen everywhere will be misuse of AI, not in a malicious way, but in a really stupid one.
Reminds me of a talk someone gave. I forget who. Elon Musk perhaps. A quick google didn't turn it up.
Anyhow, they laid out a hypothetical scenario where humans were driven to extinction by a run away AI. Rather than being some sort of Skynet scenario where the machines are explicitly trying to kill all humans, it is an AI whose job was to maximize strawberry production. The AI converted the earth's entire surface into strawberry fields and inadvertently wiped out everything else in the process.
Arguably a more plausible scenario than Skynet.
This is a tiny shade of background in the story, not the main story, but read the books if you like this kind of tale.
What the Navy is looking for is available off the shelf. Force and position feedback ship throttles are available.[1] Move one lever and all the other ones move to match.
[1] https://www.kongsberg.com/globalassets/maritime/km-products/...
I'm guessing the Navy doesn't spend a lot of time on UI/UX, which is ironic since these long, high-stress shifts with lives on the line is exactly where it's needed most. I can't imagine a worse solution than a bunch of poorly designed, unintuitive screens being transferred all over the ship in a chaotic situation.
The projects in my department take customer data, process/develop it in some way, and push it back out. Since we don't deal with the display at the end, there is a constant push for slides, demos, etc., from management to help sell it.
Hacked up demos by non-ui software engineers then became the product, and we have million dollar contracts coming for a mobile app and something that works in the browser.
The center's selling point is it's way cheaper than a private company or contractor, so subcontracting a UI designer isn't an option. I'm sure we'll have a working product, but it will probably be something like you describe. We shouldn't have taken it on, but when someone with money says, "I love it! How much?" it's hard to say no.
This is not an uncommon situation.
It would be VERY cheap to invest in training procurement teams in how to buy and own effective software, especially in light of the billions that get wasted when they can't articulate their needs to the point that a vendor can't be successful.
There isn't really room for iteration and continual feedback on a warship. It has to be done right the first time then maintain stability in every conceivable scenario and reduce the need for ongoing training after updates.
At the same time, the public sector doesn’t operate like the tech sector. We may have 2500 employees who spend 37 hours a week behind a screen, using various pieces of software to do their daily grind on the bureaucracy, but we have maybe 10 technicians to build/maintain/operate those 300 IT systems for the total of 7000 employees at 200 different locations on a network we also operate. With 10 people on staff, and political management looking to make it 9, no one can be specialised in UI/UX because you can build things without a great UI/UX. Even when you buy the development from a company who does have some UI/UX guy, the decision goes back to the compromise and messy decision making of all those different stakeholders.
I think we have gotten better at it over time though, but it’s probably never going to compete with the private sector where you need great UI/UX if your competitors have it.
That's another problem with the gov't sector. You don't actually have competitors. Or more specifically, the competition is to get the contract, not to sell the product.
The whole splitting of throttle/steering controls seems a bit odd to me however. I can't imagine a situation where I was at the helm and didn't want the throttle at my command as well.
We lost electricity on our yacht at sea. There are electronic controls for both steering and throttle at the helm but none of them worked for a time. Because the yacht had two screws and the manual throttle control was in the engine room, we were able to steer and navigate the yacht with a man in the engine room with a radio. Traditionally throttle is the responsibility for engineering because there is a lot more going on with a ship than a car throttle.
Of course modern diesel engines are more flexible. You might still have to fire up the gas turbines on a modern navy vessel which would at least require checking oil etc.
The systems in use likely haven't evolved far for a number of reasons.
That strange actually. I do remember ergonomics lectures in university were presented by lecturer wearing army uniform as these guys were deadly (literally) serious about it and consequences. At least in USSR and at USSR time.
After the rollout completed, all the feedback was negative, saying that the fonts were too small to read on the new displays, especially when the locomotive began vibrating at speed.
In the end, the whole fleet had a software update pushed out that set the resolution back to 1024x760, and all the UIs looked stretched. The engineers (train, not software) were ecstatic.
Lesson to take away is that with user interaction, it’s important to look at how humans will actually be using the system. That seems self evident, but given stories like these clearly isn’t.
Except this is 7th fleet, so operational tempo and deferred maintenance means those new throttles will be variously broken. So now absence of force sometimes means no conflict, and sometimes doesn't. And position sometimes indicates setting, and sometimes doesn't. You just need to keep track of what maintenance state each throttle of each pair is in. But don't worry, mechanical inputs for continuous variables reduces cognitive load.
And maybe instead of a mechanically complex positioner, we'll put a more reliable indicator next to the throttle. I know, it could be screen. Or even better, let's have both!
And ... oh, never mind.
Just two observations.
First, apropos unilateral transfer of control.
"In addition to the coordinated procedure, a unilateral procedure, in which one station could take control of thrust from another station by action of only one station, was also available. However, the unilateral procedure is not relevant to the accident and will not be discussed further in this report." Page 6 (pdf's 16).
"Considering the speed and timing of the control transfer, the NTSB concludes that the unintended shift in steering control from the helm to the lee helm station on the John S McCain was likely a unilateral transfer initiated from the lee helm station. [...] and contributed to the errors that led to the accident." Page 26 (36). Reflected in Findings 7 and 8.
Second, apropos the big red button.
"According to the John S McCain’s emergency procedures and other written directives, the helmsman’s first action in response to a loss of steering was to press the emergency-override-to-manual button. This action would have shifted steering to the helm station in the backup manual mode. However, the helmsman told investigators that, during the accident, he did not press the emergency-override-to-manual button because he believed that this sent steering control to aft steering (an opinion shared by other bridge watch standers interviewed by investigators)"
It seems the accident might have been avoided if the single big red button in the middle of the console, ambiguously labeled "EMERGENCY OVERRIDE TO MANUAL", had been sharpied with "Get manual helm control".
That's also the lesson electronic musicians found out over time.
You can still use MIDI/VST/synthesizers/DAWs and so on -- but having tactile control over them is better (faster and more expressive) than a tiny, or even a large, screen.
And of course, you can combine both methods (but not when you're just given a screen).
"The cockpit simulator demonstrated the controls that Dragon astronauts will have at their command. In comparison to the space shuttle and its more than 1,000 buttons, switches, and controls, the Dragon capsule has a modest array of three flat screens and two rows of buttons below." [1]
It seems like space travel would be less resilient to the growing pains of naval travel when implementing new tech, but hopefully they get the HMI issues all worked out beforehand.
[1] https://arstechnica.com/science/2018/08/spacex-reveals-the-c...
[1] Digital Apollo is a very interesting book on the subject: https://mitpress.mit.edu/books/digital-apollo
LCD Touchscreens are just not well suited for that sort of environment. Legit OEM CNC controls are better but honestly every time I use one I can't but feel like that by now we should have figured out something better. Something that is very robust and can stand up well in harsh environments. Something very easy to read, even for folks with poor vision. Something usable while wearing some sorts of thin(ish) gloves. But I've yet to find anything that would be better.
As an anecdotal evidence...
I was working with one team that was tasked to create device for work in harsh environment. Problem is that they cannot use even mechanical knobs there. Capacitive buttons were the only option. But the control panel can be dirty preventing normal operation.
They came up with the smart idea - in order to start the device operator shall rub all control panels of the device so touching two adjacent buttons (by special scouring/cleaning pad) and in particular order.
I only use the keyboard when I’m editing config or loading code.
So far I've tried a few pendants, starting with a games controller, some kind of media production controller, and some off-shore low budget purpose made dedicated CNC pendant. The games controller was by far the most useable but it's made out of the wrong materials, made for childrens' hands, and doesn't have all the right mechanical inputs (I need a wheel). The media thing was unsatisfying but tantalising in some ways.
I've been psyching myself up for a doing some sort of mostly faithful copy of legit OEM controllers I use from time to time, like Fanuc for example. Some years ago I used an old Maho that had a really nice wired pendant. It was really solid, had some heft to it, and my recollection is that failing one or two functions had every one might want in such a device.
Also, I think you're right about wanting a standalone DRO with 7 segment LED displays. For a lot of jobs I find that a DRO hits the sweet spot with being easy to use, easy to read, and having the functions I need. My only real complaint is that I think I want one with a larger read out, so I can push it well out of the way and still see it properly.
No human computer interface is a panacea. It should always be a mix for any complex system, not either/or.
Infact, most games have aim assist if you use a controller as means of input.
Not that good an example, at least for first person shooters.
I want my computer to have a lot more backlit LCD 2x16 dot matrix displays and blinky lights and heavy metal clunk switches and good knobs.
Email me if you have ideas or feedback or want to get involved.
I was astonished to see that they have screens (touchscreens?) everywhere!
I was naive in this area and thought that at least submarines would rather have physical switches or at most something similar to the screens of jet fighters (e.g. http://falcon4.wdfiles.com/local--files/avionics%3Amfd/mfd_m... ) where any switch/option/selection is displayed at the border of the screen and mapped to a physical button on its rim, but that's apparently not the case.
I thought so because I thought that whoever uses the controls would like to have a physical feedback about switching a switch/button especially in a critical/stressful situation - but maybe they still get some kind of feedback (e.g. some external sound or vibration?)?
That said, touchscreens definitely have their place for getting information about the system / monitoring / managing data.
Physical controls is similar to playing the guitar you need the feedback and sensitivity of the touch thing.
Touch screens is good for certain areas. Displaying information.
Ferries have had similar incidents crash with dock, with touch controls.
A reason aircraft have gps with knobs, bmw has roll wheel to control the infotainment selection etc.
Picture Boeing moving plane controls to touchscreen - I thing it would be disastrous. I bet the navy had contractors up selling touchscreen tech like crazy.
So many more points of failure for touchscreens it seems crazy
Also (from 2016): http://www.boeing.com/777x/reveal/touchscreens-come-to-777x-...
There's some parallel here to Air France 447, where crew fed opposing inputs to flight controls, with reportedly zero tactile feedback, as it pancaked into the ocean.
>https://news.aviation-safety.net/2012/07/09/bea-issues-final...
BACK-DROP: Many commentators blame the USS Fitzgerald squarely at the feet of budgetary uncertainty, leading to severely depleted crews. Researching it now, the coverage I think must of been largely by this guy https://www.reddit.com/r/IAmA/comments/aqmwam/im_t_christian...
^-- Just one class of examples of what could wrong with not having physical controls.
Also, it takes a smaller explosive to crack/damage a touchscreen than physical controls into uncontrollability... and now you have a billion dollar paperweight.
+ with touchscreen you can bookmark your specific drink with the right amount of sugar and milk and then get it every time at the touch of a button.
But my personal one has literally two options to choose from. However, the touch screen is old technology in contrast to the machine itself, so the handling is rather awkward. Also, it had to be replaced already because it suddenly stopped working for no actual reason. I think that the logic behind not just putting two physical buttons on it is that some designer thought it looks cooler with this big screen full of colors - and he may be right, but UX should really be more than just looks.
You want this things to have a single clear mode of operation. You're using this to kill people, not play games. Clarity and intent of use are paramount here, over sweet transitions and looks
I hope this is not just a scapegoat and actual issue is being fixed.
Buttons are amazing interfaces for changing a single state of a machine.
Really, we should be hiring twitch streamers to pilot these multimillion dollar vessels.
Engineering priorities and all that.
https://en.wikipedia.org/wiki/Solar_storm_of_1859
> Telegraph systems all over Europe and North America failed, in some cases giving telegraph operators electric shocks.[20] Telegraph pylons threw sparks. [..]
> In June 2013, a joint venture [..] used data from the Carrington Event to estimate the current cost of a similar event to the U.S. alone at $0.6–2.6 trillion.[2] [..]
> The solar storm of 2012 was of similar magnitude, but it passed Earth's orbit without striking the planet, missing by nine days.[4]
A geomagnetic storm is a very long duration, low frequency event that causes movement in the magnetic field of the earth. This can induce a voltage on large conductive structures notably very large metal objects, but primarily on long distance electrical lines such as telegraph (in 1859), or electrical transmission lines today.
An EMP is an incredibly high-frequency, short-duration event in which a very intense electric field is generated which can affect mostly very small electrical devices such as integrated circuits, etc.
They aren't even vaguely similar.