Practical 3D User Interface Design Dan Robbins [email protected] © 1996 Microsoft.

62
Practical 3D User Interface Design Dan Robbins [email protected] © 1996Microsoft

Transcript of Practical 3D User Interface Design Dan Robbins [email protected] © 1996 Microsoft.

Page 1: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

Practical3D User Interface Design

Dan Robbins

[email protected]

© 1996Microsoft

Page 2: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

© 1996Microsoft2

what I’m going to talk about

• design methodology

• specific example

– requirements

– initial design

– problems

– answers?

• conclusion

Page 3: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

© 1996Microsoft3

general design methodology

• stay pure -- at first

• don’t discard ideas in your head

• make storyboards and prototypes

• push prototypes to the limit

• learn from language

Page 4: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

© 1996Microsoft4

the role of language

• use different modes of representation as yardsticks

• “solved” in visuals <> solved in words

• “solved” in words <> solved in visuals

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storyboards and prototypes

• don’t wait too long to try out target medium -- understand limitations

– resolvability

– graspability

– discoverability

• ink has infinite resolution, CRTs don’t

• make a super complicated example -- note problems

Page 6: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

3D specific information

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design methodology for 3D

• metaphors are very important

• listen to people’s words and watch their hands

• almost every task requires CREATE, EDIT, & VISUALIZE

Page 8: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

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language and metaphors for 3D

• language of practitioners

• children

• physical activities

• NATURE, RELIGION, THE MACHINE

• ART

steal from: steal from:

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guidelines for 3D

• how many clicks does it take?

• combine related user actions

• combine related parameters

• distinguish UI from data

• combine UI and data

• show cause-and-effect

• be aware of available “channels”

don’t be afraid of don’t be afraid of contradictionscontradictions

{{

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available channels for 3D

• animation

– “if it’s in the way, make it go away”

• rendering style

– how to distinguish things

• screen aligned elements

• 2D primitives

• abstraction

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iconographic iconographic widgets for widgets for rotating a rotating a barn-doorbarn-door

animation

animated animated ghosted ghosted objects on objects on mouse-overmouse-over

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rendering style

shaded shaded translation translation handleshandles

transparent transparent translation translation handleshandles

wireframe wireframe translation translation handleshandles

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abstraction

overly overly realistic?realistic?

abstract while abstract while staticstatic

Page 14: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

theater lighting designer

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initial sketches

Page 16: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

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director’s view

leave some leave some questions questions unansweredunanswered

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catwalk view

annotate annotate those those drawings!drawings!

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slick drawings

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initial mockup

AA 10:24:13BB CC DD EE

does transparency work for does transparency work for the panels?the panels?

Page 20: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

© 1996Microsoft20

problems!

• UI fades into background

• might not be feasible

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answer?

AA BB CC DD EE FF MM 10:24:13

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audience view

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stage with simple set

AA BB CC DD EE FF MM 10:24:13

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stage with simple set and lights

AA BB CC DD EE FF MM 10:24:13

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catwalk view with simple set

AA BB CC DD EE FF MM 10:24:13

look from abovelook from above

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catwalk view with simple set and minimal lights

AA BB CC DD EE FF MM 10:24:13

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catwalk view with simple set and complex lights

AA BB CC DD EE FF MM 10:24:13

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questions from mockups

• Q: perspective or orthographic?

• Q: freeform or constrained creation?

– number of lights?

– placement of lights?

• Q: do we need collision detection during manipulation?

• Q: “reports” to the user

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animated storyboards

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general UI

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© 1996Microsoft31panel automatically slides up and panel automatically slides up and

down to maximize screen space down to maximize screen space

main control panel

AA BB CC DD EE FF MM 10:24:1320:00:0030:00:0040:00:0050:00:00

director viewcatwalk viewaudience view

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object creation and editing panel

AA BB CC DD EE FF MM 10:24:1350:00:00

panel automatically slides in panel automatically slides in and out to maximize screen and out to maximize screen spacespace

sets

lights

storage

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view changes

give feedback during changegive feedback during change

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problems!

• still difficult to know where view is from if user is new to application

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give feedback during changegive feedback during change

answers?

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creation

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annotated dragging

AA BB CC DD EE FF MM 10:24:13

valid “drop” sites valid “drop” sites and resultant and resultant illuminated areas illuminated areas are highlighted as are highlighted as light is dragged light is dragged

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simple set pieces

AA BB CC DD EE FF MM 10:24:13

newly created newly created objects base objects base themselves on themselves on previously previously created objects created objects

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problems!

• hard to gauge location in perspective view

• no quantitative information

• hard to create things behind other things

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answers?

projection lines to projection lines to temporary rulers temporary rulers during (and only during (and only during) creationduring) creation

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more answers?

if user starts to click if user starts to click behind another object, behind another object, “x-ray” the front object “x-ray” the front object

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editing

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changing lights from director’s view

just grab the damn just grab the damn light and rotate it!light and rotate it!

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problems!

• virtual sphere is not matched to domain task

• too “freeform”

• no precision

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magnified control magnified control handleshandles

answers?

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but it still sucks

• too bulky

• “etch-a-sketch” syndrome

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answer: let user directly change “result”

moving the moving the highlight changes highlight changes the lightthe light

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can this style of UI help color-picking?

standard color-standard color-picker is not in-picker is not in-contextcontext

Color Picker ?

CancelCancelApplyApply

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try out what try out what practitioners use?practitioners use?

diminish all but diminish all but color of interestcolor of interest

put it in 3D to put it in 3D to allow better allow better navigationnavigation

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design 1: design 1: jukeboxjukebox

but how can we pick colors in context?

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can we make it better?

design 2: design 2: puzzle stripspuzzle strips

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visualization

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understanding which light is which

AA BB CC DD EE FF MM 10:24:13

change a light change a light and see what and see what it does?it does?

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problems!

• requires user to change their data

• still hard to resolve affect of one light

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answers?

multiple representations: multiple representations: waving mouse over light waving mouse over light highlights effecthighlights effect

Page 55: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

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still problems!

• would take forever if there are many lights

• overly complex

• back to multiple views from CAD world

Page 56: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

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the answer?

highlight zones highlight zones centered on light centered on light unitunit

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the answer?highlight zones highlight zones centered on centered on highlighthighlight

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selection

so many objects!so many objects!

Page 59: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

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problems!

• too difficult to pick the desired object

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answers?

exaggerate possible exaggerate possible selections!selections!

Page 61: Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft.

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parting words

• “pure” direct-manipulation does not always work

• difficult to make a UI scale up

• conflict between direct-manipulation and precision

• imperative to have a target application/audience!

hard hard problems!problems!

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