Human-Computer Interface
As the title suggests This page is about the Human-Computer Interface, or HCI for short. This is how devices are created to allow us humans to interact with machines. An example of this is a controller for a video game, as it allows us to use this controller to interact and command the computer or gaming console on what to do. I will be looking at 5 different aspects to HCI, which are listed below.
Interface Devices:
So to begin with, what are the different interfaces used? Well this is a long list, as there is a wide variety of controllers and devices which have been created to tailor to each gaming device and computer system. The main HCI devices which are used today are the gaming console controllers such as the PS4, Xbox One and Wii U, as well as the Mouse and Keyboard used for the computer. Further below i will be comparing these in order to better understand how they are designed and why. These devices are all hand based, as they all follow the same conventions of having buttons or keys. However there are more estranged HCI's such as the Kinect,, which allows the user to interact with their body alone. Devices such as this are less practical when it comes to carrying out a varied amount of things, as they are more specialized in specific areas, such as exercise video games, whereas a controller has been tailored to work for the widest amount of functions. This is because when looking at video gaming consoles, you can see that the interface has been specifically set to function with the consoles controller, making it work well, whereas when new technology is created such as the Kinect, or PlayStation Move, they cannot fully replace a controller, as they were created after the release of a console, instead of with it. This means they must be adapted to fit the console, not the other war around.
Evidence of this can be seen when looking at the Wii. The Wii was the first console to use motion control for their controllers, but because the motion control was the primary control, it meant the Wii was created with that in mind, and therefore the motion control for the Wii is a lot more useful and used more than that of the Xbox's or PlayStation's motion control, and so the HCI of motion control does vary between systems, and the actual interface devices work better than others because of this reason.
In addition to motion control, there are also other forms of HCI which are also less popular, such as dance mats or game guitars which are created in order to play specific games, and have little use aside from that. This again is another example of a specialized HCI, allowing players to fully experience a game and its immersion through unique interfaces and interactivity. However there are HCI devices which are created not for entertainment, but for proper accessibility. An example of this would be voice control. While this is not a very popular form of interface due to its limitations, voice control is still becoming popular, more commonly found within devices such as mobile phones. Voice control can vary in uses, ranging from telling the phone to search the internet for something, to telling the phone to make appointments, calls, or open applications. While this is useful at times, its most beneficial aspect to this system is it ability to allow users who may have difficulty using small screens or devices in general to use things with more ease. This means that less people are restricted by their own physical capabilities. This shows how useful different HCI devices are, and why there are so many, as it allows for an easier experience when using technology, and doesn't take a genius to be able to use them.
So to begin with, what are the different interfaces used? Well this is a long list, as there is a wide variety of controllers and devices which have been created to tailor to each gaming device and computer system. The main HCI devices which are used today are the gaming console controllers such as the PS4, Xbox One and Wii U, as well as the Mouse and Keyboard used for the computer. Further below i will be comparing these in order to better understand how they are designed and why. These devices are all hand based, as they all follow the same conventions of having buttons or keys. However there are more estranged HCI's such as the Kinect,, which allows the user to interact with their body alone. Devices such as this are less practical when it comes to carrying out a varied amount of things, as they are more specialized in specific areas, such as exercise video games, whereas a controller has been tailored to work for the widest amount of functions. This is because when looking at video gaming consoles, you can see that the interface has been specifically set to function with the consoles controller, making it work well, whereas when new technology is created such as the Kinect, or PlayStation Move, they cannot fully replace a controller, as they were created after the release of a console, instead of with it. This means they must be adapted to fit the console, not the other war around.
Evidence of this can be seen when looking at the Wii. The Wii was the first console to use motion control for their controllers, but because the motion control was the primary control, it meant the Wii was created with that in mind, and therefore the motion control for the Wii is a lot more useful and used more than that of the Xbox's or PlayStation's motion control, and so the HCI of motion control does vary between systems, and the actual interface devices work better than others because of this reason.
In addition to motion control, there are also other forms of HCI which are also less popular, such as dance mats or game guitars which are created in order to play specific games, and have little use aside from that. This again is another example of a specialized HCI, allowing players to fully experience a game and its immersion through unique interfaces and interactivity. However there are HCI devices which are created not for entertainment, but for proper accessibility. An example of this would be voice control. While this is not a very popular form of interface due to its limitations, voice control is still becoming popular, more commonly found within devices such as mobile phones. Voice control can vary in uses, ranging from telling the phone to search the internet for something, to telling the phone to make appointments, calls, or open applications. While this is useful at times, its most beneficial aspect to this system is it ability to allow users who may have difficulty using small screens or devices in general to use things with more ease. This means that less people are restricted by their own physical capabilities. This shows how useful different HCI devices are, and why there are so many, as it allows for an easier experience when using technology, and doesn't take a genius to be able to use them.
Ergonomic design:
So as stated before, the mainstream HCI devices are video game controllers, as well as the keyboard and mouse. But aside from the accessibility of them, why are they so popular? It has a lot to do with how they are designed and built. This is because although it is important for a device to be able to interact with the computer well, it must also interact with the human well too, hence Human-Computer Interface. What is meant by this is that it doesn't matter how technologically advanced a HCI device is, it still needs to be usable in a human's hands. This is where Ergonomic design comes in. Ergonomic design refers to how a device is made to be held or used, and whether or not it is easy to use. This can be decided simply by using it, and seeing how easy it is to either hold it, or interact with it to achieve what you need to do on the device with ease. This is why controllers are so popular.
If you look at the design of most controllers through the years, you will see a strong correlation of how they are held and used, most notably in the range of Xbox or PlayStation controllers. The image to the right is the appearance of the Xbox One's controller, and is designed to be held by the player using both hands, and for the persons fingers to be able to use both analogue sticks, the direction pad, and the buttons. As well as the triggers and buttons on top. With all of these different buttons and controls required to play most games, as well as function the menus of the Xbox itself, it needs to have a strong and well thought out Ergonomic design. So what about is it designed well? For starters, if you look at the two protruding parts at the bottom of the controller. These have been designed so the controller will fit in the hands of the player. Specifically shaped so that it will fit within the average persons palms and be comfortable. Comfort is an important part to the ergonomic design as a HCI device such as this is often used for an extended period of time by many people, so having something which is uncomfortable to hold will eventually grate on the players nerves, as well as irritate or create a rash or blisters on the hands. So in order to avoid this and to let people play on the device for as long as possible, comfort is of a main concern. Furthermore, this can be seen within other aspects to the design as well. such as the location of the analogue sticks within the controller. This is where the Xbox controller sets itself apart from the PlayStation. While both can be considered comfortable, the two different shapes of the controlled allow for a different set up of sticks.
So as stated before, the mainstream HCI devices are video game controllers, as well as the keyboard and mouse. But aside from the accessibility of them, why are they so popular? It has a lot to do with how they are designed and built. This is because although it is important for a device to be able to interact with the computer well, it must also interact with the human well too, hence Human-Computer Interface. What is meant by this is that it doesn't matter how technologically advanced a HCI device is, it still needs to be usable in a human's hands. This is where Ergonomic design comes in. Ergonomic design refers to how a device is made to be held or used, and whether or not it is easy to use. This can be decided simply by using it, and seeing how easy it is to either hold it, or interact with it to achieve what you need to do on the device with ease. This is why controllers are so popular.
If you look at the design of most controllers through the years, you will see a strong correlation of how they are held and used, most notably in the range of Xbox or PlayStation controllers. The image to the right is the appearance of the Xbox One's controller, and is designed to be held by the player using both hands, and for the persons fingers to be able to use both analogue sticks, the direction pad, and the buttons. As well as the triggers and buttons on top. With all of these different buttons and controls required to play most games, as well as function the menus of the Xbox itself, it needs to have a strong and well thought out Ergonomic design. So what about is it designed well? For starters, if you look at the two protruding parts at the bottom of the controller. These have been designed so the controller will fit in the hands of the player. Specifically shaped so that it will fit within the average persons palms and be comfortable. Comfort is an important part to the ergonomic design as a HCI device such as this is often used for an extended period of time by many people, so having something which is uncomfortable to hold will eventually grate on the players nerves, as well as irritate or create a rash or blisters on the hands. So in order to avoid this and to let people play on the device for as long as possible, comfort is of a main concern. Furthermore, this can be seen within other aspects to the design as well. such as the location of the analogue sticks within the controller. This is where the Xbox controller sets itself apart from the PlayStation. While both can be considered comfortable, the two different shapes of the controlled allow for a different set up of sticks.
As you can see, the PlayStation controller takes on a very similar appearance, following the similar conventions of protruding bottom parts to reinforce the hands, however you can probably tell that the PlayStation controller is a lot more slimline, it isn't as heavy, and is less clunky. The analog sticks are both located at the bottom of the controller unlike the Xbox controller, which makes for a slightly different player experience, but remains almost the same in other aspects such as the location of buttons and triggers. The ergonomic design of these two controllers are designs around the resting position of the hands, this is why they are so similar, and is also why they are so comfortable.
This is also why the mouse and keyboard is so different, as computers don't use a HCI designed to be held, they require a table or mat to work well. This is because the HCI to a device is determined by what its primary use is. As computers are designed to be used to type up documents and navigate through documents, using a game controller is less practical, as it would heavily depend on the analog sticks to move through each option in order to reach the correct button or lay out. Whereas although the mouse and keyboard is much more clunky and bigger, and requires addition support, it is also fit for purpose, as the individual keys and the ability to move the mouse in any direction makes it much more simple and quicker to use. As such, gaming is more of an after thought, and has been adapted ti fit the HCI, as opposed to the gaming consoles whose HCI has been adapted to fit the games.
This is also why the mouse and keyboard is so different, as computers don't use a HCI designed to be held, they require a table or mat to work well. This is because the HCI to a device is determined by what its primary use is. As computers are designed to be used to type up documents and navigate through documents, using a game controller is less practical, as it would heavily depend on the analog sticks to move through each option in order to reach the correct button or lay out. Whereas although the mouse and keyboard is much more clunky and bigger, and requires addition support, it is also fit for purpose, as the individual keys and the ability to move the mouse in any direction makes it much more simple and quicker to use. As such, gaming is more of an after thought, and has been adapted ti fit the HCI, as opposed to the gaming consoles whose HCI has been adapted to fit the games.
Button Configurations:
As i may have briefly mentioned above, the location of the buttons play a key part in what makes a HCI comfortable and easy to use. This can be seen when looking at the conventional game control once again. There are four buttons in a plus placement located on the right, and a directional pad which is also shaped like a plus on the other side. While the Xbox position differs to the conventional controller, the principle still remains the same. This is that by making the controllers button configuration symmetrical, as can be seen from the PS4 controller, it makes the position of both the buttons and d-pad a much better configuration, as it provides a much easier way to control whats going on in the games. This is because not only are they placed in the most optimal position for the finger placement, but also because the 4 buttons and the directional pad are some od the most used controls, and so by putting these in the most comfortable place, it means the player will be in this position more than anything else. In addition to this, the general configuration of what the buttons control are also optimized within the games themselves. For example, in most First person shooters, the controls tend to stick to similar guidelines. Things such as (going by Xbox controls) A being jump, B melee, Y to switch weapons, and X for things such as switching grenades etc. While there are often different configurations that can be customized within the game, it usually just swaps the buttons uses around, while still maintaining the same controls within the 4 button line up. This form of button configuration is purposefully set out to make it the easiest way to play, and this also includes the placements of the top bumpers and triggers too. Because of how the controls within a game are set, the triggers are often an important aspect to a games control. As such, they are also placed in a comfortable and reachable position. In addition to this, the bumpers are located nest to the triggers, this is because in order to enhance the HCI for the user, the bumpers are located next to the triggers, as it is rare for someone to need to press the left trigger and the left bumper at the same time, as such by placing them next to each other, it works like the accelerator and break within a car, placing them next to each other as you only need one foot to press them.
This button configuration can also be seen on how the computer keyboard is designed. Although the key placement is determined by how typewriters were designed, they are both set to serve the same purpose, and as such it is just as relevant. So just like the button placement on a controller, the letter keys of a keyboard are designed to optimize typing speed by having each letter strategically placed to make it comfortable for the user to type words with two hands, as it was designed. It is debatable however on how efficient this QWERTY keyboard layout is, as the original idea behind this layout was thought to be to place the most common letters in the hardest places to reach, so that it could slow people down so that the typewriter's mechanisms wouldn't jam. Despite this though, the QWERTY keyboard format has become mainstream, and by using this less efficient layout for computer devices, it still helps in the HCI as it is what people have come to expect.
There is another less popular layout which has been created, named the Dvorak layout. The configuration can be seen below.
As i may have briefly mentioned above, the location of the buttons play a key part in what makes a HCI comfortable and easy to use. This can be seen when looking at the conventional game control once again. There are four buttons in a plus placement located on the right, and a directional pad which is also shaped like a plus on the other side. While the Xbox position differs to the conventional controller, the principle still remains the same. This is that by making the controllers button configuration symmetrical, as can be seen from the PS4 controller, it makes the position of both the buttons and d-pad a much better configuration, as it provides a much easier way to control whats going on in the games. This is because not only are they placed in the most optimal position for the finger placement, but also because the 4 buttons and the directional pad are some od the most used controls, and so by putting these in the most comfortable place, it means the player will be in this position more than anything else. In addition to this, the general configuration of what the buttons control are also optimized within the games themselves. For example, in most First person shooters, the controls tend to stick to similar guidelines. Things such as (going by Xbox controls) A being jump, B melee, Y to switch weapons, and X for things such as switching grenades etc. While there are often different configurations that can be customized within the game, it usually just swaps the buttons uses around, while still maintaining the same controls within the 4 button line up. This form of button configuration is purposefully set out to make it the easiest way to play, and this also includes the placements of the top bumpers and triggers too. Because of how the controls within a game are set, the triggers are often an important aspect to a games control. As such, they are also placed in a comfortable and reachable position. In addition to this, the bumpers are located nest to the triggers, this is because in order to enhance the HCI for the user, the bumpers are located next to the triggers, as it is rare for someone to need to press the left trigger and the left bumper at the same time, as such by placing them next to each other, it works like the accelerator and break within a car, placing them next to each other as you only need one foot to press them.
This button configuration can also be seen on how the computer keyboard is designed. Although the key placement is determined by how typewriters were designed, they are both set to serve the same purpose, and as such it is just as relevant. So just like the button placement on a controller, the letter keys of a keyboard are designed to optimize typing speed by having each letter strategically placed to make it comfortable for the user to type words with two hands, as it was designed. It is debatable however on how efficient this QWERTY keyboard layout is, as the original idea behind this layout was thought to be to place the most common letters in the hardest places to reach, so that it could slow people down so that the typewriter's mechanisms wouldn't jam. Despite this though, the QWERTY keyboard format has become mainstream, and by using this less efficient layout for computer devices, it still helps in the HCI as it is what people have come to expect.
There is another less popular layout which has been created, named the Dvorak layout. The configuration can be seen below.
This configuration has been created so that the most used letters are on the middle row of letters, making the distance between typing letters from the default hand position less, and therefore quicker typing experience. This is in principle however, as the QWERTY keyboard has been around for so long, it would probably be less efficient to use the more efficient design, as we are all used to the configuration of QWERTY.
The button configuration for keyboards are less efficient when looking at gaming however. When you look at most video games played on the computer, you will find the most common keys used are W, A, S, and D. These letters act as the directional pad equivalent to a controller, and the movement of turning and looking is done using the mouses movement. This means that like the controllers, two hands are also needed for the computer, but are used using a different hand position. The reason that this HCI is less than optimal for the keyboard is because if you look at the position of WASD, while the ASD are all aligned, the W is not aligned with the S key, which would make for a more comfortable position. This is due to the way the keys are placed for typing, further reiterating how the gaming HCI for computers is an after thought. There are perks to gaming on a PC in relation to HCI however, as the vast amount of keys allows for shortcuts and commands which a controller couldn't replicate. There are even special gamer specific keyboards which include additional buttons usually located at the top of the keyboard, so that people may equip specific functions to them within games, while also not effecting the usual HCI for normal computer uses.
The button configuration for keyboards are less efficient when looking at gaming however. When you look at most video games played on the computer, you will find the most common keys used are W, A, S, and D. These letters act as the directional pad equivalent to a controller, and the movement of turning and looking is done using the mouses movement. This means that like the controllers, two hands are also needed for the computer, but are used using a different hand position. The reason that this HCI is less than optimal for the keyboard is because if you look at the position of WASD, while the ASD are all aligned, the W is not aligned with the S key, which would make for a more comfortable position. This is due to the way the keys are placed for typing, further reiterating how the gaming HCI for computers is an after thought. There are perks to gaming on a PC in relation to HCI however, as the vast amount of keys allows for shortcuts and commands which a controller couldn't replicate. There are even special gamer specific keyboards which include additional buttons usually located at the top of the keyboard, so that people may equip specific functions to them within games, while also not effecting the usual HCI for normal computer uses.
User-Centered design:
Also known as UCD, this is the process in which designers use to optimize thier products for the market, as this process is where they test ou thow well a device (in this case controllersand HCI) is fit for purpose. This ois done over many steps of the development process, and is how the final product beciomes so well designed. This can be seen from the examples above. How thje UCDis dertermined is through how fit for purpose the HCI is, and as such, how the fibnal product is created rest soley on what its most common uses will be, and wheather it can achibe this or not. In relation to gaming, when developing a controller, they will use the UCD concepts learnt from previous designs and how well people interact witht the new one in order to make it as comfortable and useful as possible. There are examples i whch this might not have been fully achieved even in the final product. And example of tis could be the Wii remote. The Wii remote actually gives two examples on the importance of UCD. The first is how well it shows the importance of this research, and how drastically it can effect the final product. This is because if you look at the design for the Wii remote, it differs greatly when looking at anny oher consoile controller.
Also known as UCD, this is the process in which designers use to optimize thier products for the market, as this process is where they test ou thow well a device (in this case controllersand HCI) is fit for purpose. This ois done over many steps of the development process, and is how the final product beciomes so well designed. This can be seen from the examples above. How thje UCDis dertermined is through how fit for purpose the HCI is, and as such, how the fibnal product is created rest soley on what its most common uses will be, and wheather it can achibe this or not. In relation to gaming, when developing a controller, they will use the UCD concepts learnt from previous designs and how well people interact witht the new one in order to make it as comfortable and useful as possible. There are examples i whch this might not have been fully achieved even in the final product. And example of tis could be the Wii remote. The Wii remote actually gives two examples on the importance of UCD. The first is how well it shows the importance of this research, and how drastically it can effect the final product. This is because if you look at the design for the Wii remote, it differs greatly when looking at anny oher consoile controller.
This is all thanks to the UCD, as through this research, it has become apparent that the best shape for a console which relies on motion control would be this, as seen above. This is because it fits in the players hand well, ad because an additional controller, also known as a Nunchuck, is only needed for specific games, and so the Wii remote only needs to fit within one hand. Another attribute that falls under a user-centered design is that of which buttons will be placed where because of its unconventional design.
The second example of the uses of UCD within the Wii controller's design is the strap. When the Wii was first released, players experienced issue with holding onto the Wii remote, and at this point the controller didn't feature any strap with it. It is because of this that Nintendo added the strap to the controller, so that when the player drops it, or lets it go, the remote does not fly across the room and get damaged or cause damage, but instead remains with the player, hanging from their wrist. This oversight within the user-generated design meant that the control had to be re designed, and as a huge hassle. While it could be argued that this was due to a lack of UCD research, the fact that the Wii was released in different regions at different times, it means that the UCD process is on going until it made available in all regions.
The second example of the uses of UCD within the Wii controller's design is the strap. When the Wii was first released, players experienced issue with holding onto the Wii remote, and at this point the controller didn't feature any strap with it. It is because of this that Nintendo added the strap to the controller, so that when the player drops it, or lets it go, the remote does not fly across the room and get damaged or cause damage, but instead remains with the player, hanging from their wrist. This oversight within the user-generated design meant that the control had to be re designed, and as a huge hassle. While it could be argued that this was due to a lack of UCD research, the fact that the Wii was released in different regions at different times, it means that the UCD process is on going until it made available in all regions.
Portability:
Portability is important to some designs, and less important to others, as such, how well a HCI is designed is up to how practical it is in terms of movement. For controllers, it is important to have some portability, which is why over the years as technology has evolved, it has become mainstream for them to be wireless. But why is this so important/ useful. Well when a controller has to be plugged in, it restricts the movement of the player. The movement of the player isn't necessarily important to most games, especially these with no motion control, but when sitting in a room, having wires can greatly restrict where the player can sit, the wire could get tangles, or be in an unsafe place, or be obstructed by something in between the player and the console. This is why it is a good HCI to have this wireless portability available, as it means there is more choice to the player on where or how they may sit.
A different aspect to portability can be seen within mobile devices. Firstly, handheld gaming consoles. Obviously if a console is designed to be carried around and played on the go, it means it should be as small and compact as possible. This is not only determined by the amount of tech within it, but also by the design and shape of it s well. A good example of ho HCI has been modified to be beneficial in portability is the Nintendo DS lineup. The DS features two screens, and this would ordinarily take up a lot of room. However t a slight sacrifice to durability, they added hinges to the device so that the two screens could fold together. Not only does this half the size of it, allowing it to fit within the average pocket, but it also means the screens are less prone to scratches. To cover their bases and to ensure everyone is satisfies, Nintendo also released a Nintendo 2DS, which is a more child friendly durable DS, which has its hinges removed and to built with thicker plastic, in order to adapt the HCI to fit the needs of younger children. The downside is that it has worse portability because of its size.
Portability is important to some designs, and less important to others, as such, how well a HCI is designed is up to how practical it is in terms of movement. For controllers, it is important to have some portability, which is why over the years as technology has evolved, it has become mainstream for them to be wireless. But why is this so important/ useful. Well when a controller has to be plugged in, it restricts the movement of the player. The movement of the player isn't necessarily important to most games, especially these with no motion control, but when sitting in a room, having wires can greatly restrict where the player can sit, the wire could get tangles, or be in an unsafe place, or be obstructed by something in between the player and the console. This is why it is a good HCI to have this wireless portability available, as it means there is more choice to the player on where or how they may sit.
A different aspect to portability can be seen within mobile devices. Firstly, handheld gaming consoles. Obviously if a console is designed to be carried around and played on the go, it means it should be as small and compact as possible. This is not only determined by the amount of tech within it, but also by the design and shape of it s well. A good example of ho HCI has been modified to be beneficial in portability is the Nintendo DS lineup. The DS features two screens, and this would ordinarily take up a lot of room. However t a slight sacrifice to durability, they added hinges to the device so that the two screens could fold together. Not only does this half the size of it, allowing it to fit within the average pocket, but it also means the screens are less prone to scratches. To cover their bases and to ensure everyone is satisfies, Nintendo also released a Nintendo 2DS, which is a more child friendly durable DS, which has its hinges removed and to built with thicker plastic, in order to adapt the HCI to fit the needs of younger children. The downside is that it has worse portability because of its size.
Another case in which portability is enhanced using HCI is via an interface of a design. This is mainly centered around mobile phones, as they are after all, supposed to be mobile. The ergonomic design is adapted much in the same way the portable gaming devices are, ensuring they fit within a pocket well, and that they are easily accessible. However another main focus to the HCI in terms of portability is how easy the actual computer interface is to use. If a mobile device used an interface equivalent of a computer desktop, and was the size of an average screen, it would become a lot harder to function in general, as the interface would be so small it would be hard to see and use. And because of this, the portable uses of it would be severely decreased, as it means users will have to use extra focus and attention on it, and this could slow them down when on the go. This is why newer phones have begun using more simplistic interfaces, which are easy to use and quick to get a hang of, which ultimately effects its portability, as they can function well even when in a rush or while walking around. Interfaces such as Window phone's panel look, or Apple iPhone's apps make it easy to select what you need and to distinguish one thing from another. This is also aided by the fact that phones are becoming more reliant on touch screen technology, which further helps in both portability and UCD.
|
An example of where a HCI is not restricted by the use of portability is a PC. This is because it is a stationary device, and so it would be pointless to create a portable friendly interface for something which will not be moved, as this would not be fit for purpose, an would be creating pointless limitations to stick too when developing the ergonomic design. As such, it is not surprising that the dependency on a flat surface to use the mouse and preferably the keyboard, has not been changed.
However in the case of wanting to use a computer on the go, a laptop is what is best. This is like a computer, only designed with portability specifically on the mind. With its fold-able screen, much like the design of the DS, a mouse pad located on the surface of the device, and a built in keyboard, these devices are perfect for on the go. The only downside to this type of computer is the restriction on power, as laptops have less room to work with as it needs to be lighter and smaller than an average computer. Its because of this that the processing power is weaker than that of a regular PC.
However in the case of wanting to use a computer on the go, a laptop is what is best. This is like a computer, only designed with portability specifically on the mind. With its fold-able screen, much like the design of the DS, a mouse pad located on the surface of the device, and a built in keyboard, these devices are perfect for on the go. The only downside to this type of computer is the restriction on power, as laptops have less room to work with as it needs to be lighter and smaller than an average computer. Its because of this that the processing power is weaker than that of a regular PC.