Designing Natural Interfaces
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- Roderick Webster
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1 Designing Natural Interfaces
2
3 So what?
4 Computers are everywhere
5 C.T.D.L.L.C. Computers that don t look like computers.
6 Computers that don t look like Computers
7 Computers that don t look like Computers
8 Computers that don t look like Computers
9 Computers that don t look like Computers
10 Computers that don t look like Computers
11 What s happening here?
12 Expectations are shifting
13 Expectations are shifting
14 Expectations are shifting
15 This is completely natural
16 This is completely natural
17 Entirely new computing paradigms
18 Multi-user/together computing
19 Public computing
20 Ambient Interfaces
21 Context-sensitivity? Contextimmediacy.
22 Why NUI?
23 Proxy Interaction?
24 Direct Interaction!
25 Remove the learning curve Intuitive? Maybe. Guessable and predictable? Definitely.
26 Super powers. Bending reality.
27 Getting it all straight
28 Technologies enable Paradigms which support Contexts
29 Technologies Multi-touch Gesture recognition Augmented reality Speech recognition Haptic feedback Computer vision
30 Paradigms Surface Computing Public Computing Together/Social Computing Ambient Interfaces
31 Contexts Retail/Assisted sales Collaborative decision making Telepresence Real-time sharing Education Presentation
32 Adapt to the context and the user, not the other way around
33 Work forwards? Great demo.
34 Work backwards from user intent.
35 Work backwards sole problems.
36 Design for the lowest common expectation Reward success, forgive failure Encourage exploration Surprise and delight
37 The devil is in the details.
38 When?
39 When user intent is clear.
40 When user intent is clear.
41 When tasks are simple and definable.
42 When audiences are diverse and unpredictable.
43 When audiences are diverse and unpredictable.
44 When public access is desired/required. Remove barriers for interactivity Increase throughput Eliminate learning curve
45 Discipline and Process
46 Cross-pollinate. Writing Architecture Product Design Film and games Animation and motion graphics
47 Study people and things. Anthropology Ergonomics Psychology Human Factors/HCI Architecture/Interior Design Retail/Space Planning
48 Prototype. Often.
49 Prototype. Often.
50 Fail Early. Fail Often.
51 Hybridize everything.
52 Why should you care?
53 Performance Aesthetics An application must not experience performance lags or hiccups that interrupt the visual fidelity, frame rate, or acoustic fidelity applications should be flawless, responsive, and immediate to make the experience feel accurate, smooth, and natural. Microsoft Surface 1.0 Interaction Principles
54 Performance Aesthetics For end-users: Elevate virtual reality to reality Create perceived value
55 Performance Aesthetics For designers and developers: Focus on experience and differentiation without worrying about performance
56 What Next?
57 Wish List Creativity unbounded by performance Massive textures and resolutions Use the best and most familiar tools without penalty Frameworks for rapid prototyping Consistent performance across devices
58 In conclusion
59 Thank you.
60 Disclaimer & Attribution The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors. The information contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited to product and roadmap changes, component and motherboard version changes, new model and/or product releases, product differences between differing manufacturers, software changes, BIOS flashes, firmware upgrades, or the like. There is no obligation to update or otherwise correct or revise this information. However, we reserve the right to revise this information and to make changes from time to time to the content hereof without obligation to notify any person of such revisions or changes. NO REPRESENTATIONS OR WARRANTIES ARE MADE WITH RESPECT TO THE CONTENTS HEREOF AND NO RESPONSIBILITY IS ASSUMED FOR ANY INACCURACIES, ERRORS OR OMISSIONS THAT MAY APPEAR IN THIS INFORMATION. ALL IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE ARE EXPRESSLY DISCLAIMED. IN NO EVENT WILL ANY LIABILITY TO ANY PERSON BE INCURRED FOR ANY DIRECT, INDIRECT, SPECIAL OR OTHER CONSEQUENTIAL DAMAGES ARISING FROM THE USE OF ANY INFORMATION CONTAINED HEREIN, EVEN IF EXPRESSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. AMD, the AMD arrow logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. All other names used in this presentation are for informational purposes only and may be trademarks of their respective owners. The contents of this presentation were provided by individual(s) and/or company listed on the title page. The information and opinions presented in this presentation may not represent AMD s positions, strategies or opinions. Unless explicitly stated, AMD is not responsible for the content herein and no endorsements are implied.
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