Beyond The Desktop The Future of the Interface. The co-evolution of hardware, interface and users...
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Transcript of Beyond The Desktop The Future of the Interface. The co-evolution of hardware, interface and users...
Beyond The Desktop
The Future of the Interface
The co-evolution of hardware, interface and users
Punched cards
Character displays and keyboards
Graphical displays, keyboards and mice
Immersive hardware
Wireless, mobile & embedded hardware
Command line interfaces
Direct manipulation - graphical user interfaces
Immersive, ubiquitous, pervasive, ambient, wearable, tangible etc.
time
Boffins Workers Everybody
Virtual Reality Interfaces
Virtual Reality Applications
scientific visualisation
Simulation Games
VR Interface Challenges
System performance Movement Health and safety Haptics & small Presence
Presence
A mental state where participant has the sense of being in the location specified by the displays - “being there”
A fundamental goal of VR? Measuring presence
subjective presence behavioural presence
Factors that affect presence
Immersion Mode of navigation Self-body image External disruptions Inconsistencies between the user’s mental
model of the world and its actual behavior Boredom and amount of activity
Ubiquitous Computing
The third wave of computing?
Ubiquitous computing “Activate the world. Provide hundreds of wireless computing devices
per person per office, of all scales (from 1" displays to wall sized). This has required new work in operating systems, user interfaces, networks, wireless, displays, and many other areas. We call our work "ubiquitous computing". This is different from PDA's, dynabooks, or information at your fingertips. It is invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere” [Mark Weiser, PARC, 1988]
Ubiquitous computing is roughly the opposite of virtual reality. Where virtual reality puts people inside a computer-generated world, ubiquitous computing forces the computer to live out here in the world with people.
Ubiquitous Interfaces
Ubiquitous Interface Challenges
Interaction with invisible sensors Context awareness Interruptions and (dis)engagement Privacy, security and accountability Interaction in public settings How to study and evaluate experiences?
Interacting with (invisible) sensing systems
How do I address one (or more) of many possible devices?
How do I know the system is ready and attending to my actions?
How do I effect a meaningful action, control its extent and possibly specify a target or targets for my action?
How do I know the system is doing (has done) the right thing?
How do I avoid mistakes?
Mixed Reality Continuum
Virtual Reality
Physical (everyday)
Reality
Augmented Reality
Augmented Virtuality
A Continuum of Realities
immersion ubiquity
Can You See Me Now?
The seams in CYSMN
Designing for seams
Remove them Hide them Manage them Reveal them Exploit them
Mixed Reality Continuum
Virtual Reality
Physical (everyday)
Reality
Augmented Reality
Augmented Virtuality
CYSMN spans points on the
continuum
Final Word
Good interface design is fundamentally about understanding and designing for people
Much of it seems like common sense - but the skill is in how you do it in practice
Interface design is becoming ever more important as ‘users’ and interfaces diversify