Various User Interfaces
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Transcript of Various User Interfaces
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Various User Interfaces
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History
1952 – First Light pen (Whirlwind, MIT)
1963 – Ivan Sutherland: Sketchpad Sketchpad Demo
1963 - Douglas Engelbart receives a patent on the mouse pointing device for computers
1968 – Engelbart demonstrates his system of keyboard, keypad, mouse, and windows Engelbart Mouse Demo
1974 – Overlapping windows: Smalltalk
1975 – David Canfield Smith: Icons
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GUI
1984 – Apple Macintosh: First totally Graphical User Interface
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The Metaphor
Assigning values to icons
“Users may also struggle to see past the metaphor itself in order to use the system in the way it was intended.” Suzanne Prior, University of Dundee
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GUI
Don't Click – “clickless” user interface
Tone Matrix – digital representation of a tangible object
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Natural User Interfaces
CLI > GUI > NUI
Natural movements, motions and gestures
Manipulate or control on-screen content
Direct feedback
Intuitive
Multiple object manipulation
Multiple user interaction
No tool switching
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Natural User Interfaces
How do we actually perform tasks?
Bill Buxton
MemTable – NUI in practice
Kinect
Kinect FAIL
Another Kinect FAIL
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Tangible User Interface
A user interface in which a person interacts with digital information through the physical environment
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Tangible User Interfaces
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Tangible User Interfaces
Nintendo Wii and the Theory of Optimal Experience or Theory of Flow
“Enjoyment occurs only as a result of an unusual amount of attention”
“Immersive flow experiences emerge when an ideal balance between level of ability and challenge is achieved” – Wyeth, P., Queensland University of Technology
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Tangible User Interfaces
Theory of Flow developed by Mihaly Csikszentmihalyi, Hungarian Psychology Professor
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Tangible User Interfaces
Theory of Flow (Csikszentmihalyi)
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Tangible User Interfaces
Theory of Flow (Csikszentmihalyi)
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Tangible User Interfaces
Nintendo Wii and the Theory of Optimal Experience or Theory of Flow
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Tangible User Interfaces
Table Top Interfaces
Directly encourage concepts such as social interaction and collaboration or ludic interaction
Ludic derives from Latin ludus, “play” and means literally ‘playful’, and refers to any philosophy where play is the prime purpose of life and connotes anything that is “fun”. Play can be used to describe a wide variety of experiences but in essence can be defined best as “free movement within a more rigid structure”.
Circular Tables eliminate head positions, leading voices, privileged points of view or control
ReacTable
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Tangible User Interfaces
Reactable
Circular table top interface for live group musical performance
Utilizes reacTIVision
ReacTable
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Audio User Interface
Audio Icons used to navigate the system
Chong Xin’s interface using the PowerMate
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Augmented User Interface
Nearest Tube
One of the first augmented reality apps to go live on the iPhone
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Sound Beam
Natural: Ultrasonic beam(s)
Tangible: Foot controller(s)
MIDI hardware and software
Used in the area of special needs education and group performance
Soundbeam Demo
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D-touch Drum Machine
Tangible User Interface
Simple set up: web-cam recognizes defined images
Interface is scalable
D-touch
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Sixth Sense
Seamless access to meta information
A wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information
Developed at MIT by Pranav Mistry
Sixth Sense Demo