Title: Beyond The Desktop
1Beyond The Desktop
- The Future of the Interface
2The 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
3Virtual Reality Interfaces
4Virtual Reality Applications
scientific visualisation
Games
Simulation
5VR Interface Challenges
- System performance
- Movement
- Health and safety
- Haptics small
- Presence
6Presence
- 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
7Factors 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
8Ubiquitous Computing
The third wave of computing?
9Ubiquitous 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.
10Ubiquitous Interfaces
11Ubiquitous 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?
12Interacting 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?
13A Continuum of Realities
Mixed Reality Continuum
Virtual Reality
Physical (everyday) Reality
Augmented Reality
Augmented Virtuality
14Can You See Me Now?
15The seams in CYSMN
16Designing 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
18Final 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