Firm foundation in the main hci principles, the book provides a working


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Human Computer Interaction Fundamentals

Event Queue
Window 1
Window 1
Redraw
Handler
Event 105
Type: Redraw
Value: (100 100) (300 300)
Time: 05:12:54
Window 1




Figure 5.6 Exposing a window and redrawing it by enqueuing a special redraw event with the 
update area information. The event is matched to a proper redraw handler for the given application.


91
U S E R I N T E R FA C E L AY E R
ing on the development toolkits (see Chapter 6), the user may have to 
explicitly program this part as well.
5.3.3 Output
Interactive behavior that is purely computational will simply be car-
ried out by executing the event-handler procedure. However, response 
to an event or application behavior is often manifested by explicit 
Figure 5.7 Event-driven program structure: UI object creation and event-handler setup followed 
by the event-processing loop either provided by the underlying programming environment system/
operating system (above) or by explicit user programming (below).


9 2
H U M A N – C O M P U T E R I N T E R A C T I O N 
visual, aural, and haptic/tactile output as well. In many cases, the 
event handlers only compute for the response behavior and for needed 
changes in data or new output in a chosen modality (e.g., visual, aural, 
haptic, tactile, etc.). A separate step for refreshing the display based 
on the changed screen data is called as the last part of the event-
processing loop. Analogous processes will be called for sending com-
mands to output devices of other modalities as well (see the last line 
in Figure 5.7). Sometimes, with multimodal output, the outputs in 
different modalities need to be synchronized (e.g., output visual and 
aural feedback at the same, or nearly the same, time). However, not 
many interactive programming frameworks or toolkits offer provi-
sions for such a situation.
While internal computation takes relatively little time (in most 
cases), processing and sending the new/changed data to the display 
devices can take a significant amount of time. For instance, a heavy 
use of 3-D graphic objects can be computationally expensive (e.g., on 
a mobile device without a graphics subsystem), and this can become a 
bottleneck in the event-processing loop, thereby reducing interactiv-
ity. Thus sometimes rendering and sensing parts can be separated into 
independent threads and processed at different rates to ensure real-
time interactivity.

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