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Human Factors and User Interfaces in Energy Efficiency Lin Zhong ELEC518, Spring 2011 Motivation User User interface Software Application Operating system Hardware Massive Processor Memory storage Network interface Display & other interface hardware 2 Energy efficiency: definition User productivity Energy efficiency = Avg. power consumption = (User productivity) ×(Power efficiency) Human-computer interaction (HCI) Low-power design 3 Limits • Minimal power/energy requirements • Human speeds 4 Speed mismatch 1000000 Times of improvement Olympic Gold Metal winner: 100m dash (men) 100000 10000 Olympic Gold Metal winner: 100m dash (women) # of transistors for Intel processor Processor performance measured in MIPS 1000 100 10 1 1968 Sources: intel.com and factmonster.com 1972 1976 1980 1984 1988 1992 1996 2000 2004 Year A constantly slow user An increasingly powerful computer 5 Slow-user problem A computer spends most of its energy in interfacing 1 Power (Watt) 0.8 0.6 0.4 0.2 0 0 1 2 3 4 5 Time (s) Slow-user problem cannot be alleviated by a “better” or more powerful interface 6 Model Human Processor Three processes involved in the user reaction to a computer Perceptual process Cognitive process Motor process Model Human Processor: Card, Moran & Newell’83 7 Perceptual process • Fixations and saccades – Fixation: information absorbed in the fovea (60ms) – Saccades: quick movements between fixations (30ms) – Each GUI object requires one fixation and one saccade • Rauding rate – Raud: read with understanding – 30 letters/second (Carver, 1990) 8 Cognitive process • Hick-Hyman Law – N distinct and equally possible choices 1 Cognitive delay log 2 N 1 (s) 7 • Applicable only to simple cognitive tasks – Selection: menu, buttons, list 9 General form • Hick-Hyman Law – pi : the probability that the ith choice is selected 1 N 1 Cognitive delay pi log (1 ) 7 i 1 pi – pi can be estimated based on history 10 Motor process • Stylus operation • Fitts’ Law – A: distance to move – W: target dimension along the moving direction A Motor delay 0.23 0.166 log 2 ( 1) (s) W – Parameters adopted from (MacKenzie and Buxton, 1992) 11 Power Law of practice • Speed on nth trial – Sn = S1 na, where a ≈0.4 – Applies to perceptual & motor processes – Does not apply to cognitive process or quality 50 45 40 35 30 Measurement 25 Power Law prediction 20 15 10 5 0 0 10 20 30 40 50 Learning curve of text entry using Twiddler, Lyons, 2004 12 Human capacity limitations • • • • Perceptual Cognitive Motor …… Human capacity 13 Cache Speed mismatch Cost to reduce Task to outsource Memory cache Interface cache CPU & memory Computer & user Memory access latency Frequently accessed data Interfacing energy Frequent interactions Alleviate slow-user problem with a “worse” or less powerful interface 14 Interface cache: examples Flip phones Average time spent on laptop per day declined from 11.1 hours to 6.1 hours 5 months after Blackberry deployment -----Goldman Sachs Mobile Device Usage Study 15 Human thermal comfort Starner & Maguire, 1999 and Kroemer et al, 1994 16 A hot case: 3-Watt Nokia 3120 Every One Watt increases surface temperature by about 13 deg C Phone case temperature will be 40 deg C higher. 17 Minimal power/energy requirement Visual and auditory output Emin ≈ Ω·D2·10-13 (Joule) D Point source Ω About 10-14 (Joule) for most handheld usage Minimal energy requirement for 1-bit change with irreversible computing 10-21 (Joule) (Landauer, 1961) 18 Insights for power reduction P∝ D Point source Ω Ω·D2 η(λ)·V(λ) λ: wavelength of light/sound η(λ): conversion efficiency from electrical power V(λ): relative human sensitivity factor Reflective layer to control Ω 19 Text entry speed (productivity) 180 Speed (words per minute) 160 150 140 Raw speed 120 Corrected speed 100 80 60 40 25 23 22 13 20 12 15 7 0 Speaking mini hardware keyboard Software keyboard with stylus Handwriting 20 Impact of human factors 1 Power (Watt) 0.8 Using Calculator on Sharp Zaurus PDA 0.6 0.4 0.2 0 0 1 2 3 4 5 Time (s) Length of idle periods cannot be significantly reduced Power consumption in idle periods is dominated by interfacing devices 99% time and 95% energy spent in idle periods during interaction 21 Experimental setup Devices HP iPAQ 4350 Sharp Zaurus SL-5600 Windows Transflective/back light Bluetooth Speech recog. Linux/Qt Reflective/front light Intel Xscale 400Mhz 240X320, 16-bit color mic., speaker & headphone jack 22 Experimental setup (Contd.) Measurement Host machine GPIB card GPIB cable Agilent 34401A multimeter Vs Rs iPAQ H3870 Vdd 5V 200 samples/second 23 Experimental setup (Contd.) 1.6 1.6 1.2 1.2 Power (W) Power (W) Write “x” with stylus/touchscreen 0.8 0.4 0 0.8 0.4 0 0 0.5 1 1.5 0 Time (s) 0.5 1 1.5 Time (s) Extra energy consumption by writing “x” Extra energy/power consumption of an event is obtained through differential measurement 24 Power breakdown Power consumption (mW) 4 A handheld usually spends most time being idle but the display has to be on most time Earphone 3 Speaker Lighting LCD 2 If the display is not on, the speaker subsystem is usually on Computing Basic idle 1 0 iPAQ Zaurus Computing: carrying out DCT repetitively 25 Energy characterization • Visual interfaces – Graphical user interfaces (GUIs) – Digital camera • Auditory interfaces – Recording/playback – Speech recognition & synthesis • Manual text entry 26 GUIs • Stylus/Touch-screen • Most energy/time spent in idle periods – Energy consumed by computing negligible • Task time determines energy consumption 1 Power (Watt) 0.8 0.6 0.4 0.2 0 0 1 2 3 4 5 Time (s) 27 Speech synthesis & recognition • Infer the behavior of Voice Command by comparing voice recording and power trace • Computing is not demanding • Used as baseline for comparison Voice recording 2 Power (W) 1.6 1.2 0.8 Power trace 0.4 0 1 207 413 619 825 1031 1237 Time (1/206 s) 1443 1649 1855 2061 2267 28 Comparison: Output • Speech is better only when iPAQ 2 – display is turned off – earphone is used – nighttime usage Lighting required for text routput Lighting not required for text 1 Energy efficiency ratio Rspk Ptxt r Rrd Pspk 0 display off earphone display on earphone display off loudspeaker display on loudspeaker Different scenarios If r >1, speech output is more energy-efficient 29 Comparison: Text entry 100 HW MKB-ideal VKB-ideal Letter Recog.-ideal HW MKB VKB Letter State of the art rinput 10 Near future Ideal 1 Speech recog. input rate (cwpm) 0.1 0 20 40 60 80 100 If r >1, speech recognition is more energy-efficient 120 140 160 30 Comparison: Text entry (Contd.) 100 HW MKB-No LCD VKB-No LCD Letter Recog.-No LCD HW MKB-No LCD/Night VKB-No LCD/Night Letter Recog.-No LCD/Night rinput 10 1 Speech recog. input rate (cwpm) 0.1 0 20 40 60 80 100 120 140 160 Handwriting recognition is inferior to alternatives Speech recognition can be the most energy-efficient 31 Comparison: Command & control Maximal no. of words per command • Speech vs. GUI operation 9 8 Ideal 7 95% accurate 95% accurate/No LCD 6 Assume each stylus tapping takes 750ms 95% accurate/No LCD/Light 5 4 3 2 1 0 1 2 3 4 5 No. of taps Single word voice command is more energy-efficient than GUI operation with 2 taps 32 Observations • User productivity (speed) is critical – energy consumed being idle is significant • Handwriting-based text entry is inferior • Speech-based text entry can be superior – Turning off display is important – Accuracy • Loudspeaker consumes significant power – Earphone incurs usability issue – Wireless audio delivery not energy-efficient • “Computing” usually consumes trivial energy 33 Examples of energy inefficient interfaces Kyocera KX2325 LG VX 6100 Microsoft Voice Command 1.01 34 Energy efficiency: definition User productivity Energy efficiency = Avg. power consumption = (User productivity) ×(Power efficiency) Human-computer interaction (HCI) Low-power design 35 Model of Man • Herbert Simon – Turing Award (1975) – Nobel Prize in Economics (1978) • Human mind is simple; its apparent complexity is due to the environment’s complexity – Short-term memory is fast but small (~7) – Long-term memory is unlimited but writing takes time (10 to 30 seconds) – Retrieval from long-term memory is associative and depends on the storage structure Bounded rationality • Limitation on ability to plan long behavior sequences • Tendency to set aspiration levels for each goal • Tendency to operate on goals sequentially rather than simultaneously • Satisficing rather than optimizing search behavior http://www.princeton.edu/~smeunier/JonesBounded1.pdf