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Beyond The Desktop

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Games. VR Interface Challenges. System performance. Movement. Health and safety. Haptics & small ... Ubiquitous computing is roughly the opposite of virtual reality. ... – PowerPoint PPT presentation

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Title: Beyond The Desktop


1
Beyond The Desktop
  • The Future of the Interface

2
The co-evolution of hardware, interface and users
Immersive hardware
Graphical displays, keyboards and mice
Character displays and keyboards
Punched cards
Wireless, mobile embedded hardware
time
Immersive, ubiquitous, pervasive, ambient,
wearable, tangible etc.
Direct manipulation - graphical user interfaces
Command line interfaces
Boffins
Workers
Everybody
3
Virtual Reality Interfaces
4
Virtual Reality Applications
scientific visualisation
Games
Simulation
5
VR Interface Challenges
  • System performance
  • Movement
  • Health and safety
  • Haptics small
  • Presence

6
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

7
Factors that affect presence
  • Immersion
  • Mode of navigation
  • Self-body image
  • External disruptions
  • Inconsistencies between the users mental model
    of the world and its actual behavior
  • Boredom and amount of activity

8
Ubiquitous Computing
The third wave of computing?
9
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.

10
Ubiquitous Interfaces
11
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?

12
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?

13
A Continuum of Realities
Mixed Reality Continuum
Virtual Reality
Physical (everyday) Reality
Augmented Reality
Augmented Virtuality
14
Can You See Me Now?
15
The seams in CYSMN
16
Designing for seams
  • Remove them
  • Hide them
  • Manage them
  • Reveal them
  • Exploit them

17

Mixed Reality Continuum
Virtual Reality
Augmented Reality
Augmented Virtuality
Physical (everyday) Reality
CYSMN spans points on the continuum
18
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
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