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A Brief Rant on the Future of Interaction Design
- ender7 15y agoThis used to be a computer's model of a human being: http://librairie.immateriel.fr/fr/read_book/9780596518394/ch01s03# http://librairie.immateriel.fr/fr/read_book/9780596518394/ch... The iPad is really, really awesome. But. All that's really changed is that they've added an extra finger. (sure there are three- and four-finger gestures but those just boil down to a different kind of single-finger gesture) Sadly, we're probably going to have to wait for the advent of supersubstances that can dynamically reconfigure their physical characteristics before we get beyond the finger-and-eye, which I doubt will happen in my lifetime (tears).
- nchuhoai 15y agoExcellent Post. More of that please. I think some sort of HUD in glasses will be the future. Doesnt take up much space (presumably) and allows for rich gesture interaction (like whats already possible with Kinect)
- icebraining 15y agoKinect is an excellent example of what the author thinks it's wrong with the vision. It provides absolutely no sensory feedback.
- bglusman 15y agoWe've been talking about gloves with accelerometers in them at work, but now that you mention it I expect that has much the same problem as Kinect, though I suppose you could add some feromagnetic material to the gloves and give at least subtle resistance and feedback through electromagnets or something...
- nchuhoai 15y agoI dont think the author thinks kinect is wrong. What he criticizes is that a touch interface we you physically touch something needs to supply tactile feedback. Kinect however is IMO not bound to the same scrutiny for tactile feedback. If you take the Kinect Sports games, you can pretty much see yourself in the game in 3d, making it really intuitive and very natural to move to the game. I agree though, the menu navigation in Kinect is horrible.
- icandoitbetter 15y agoYes. His latest tweet: >There was a section on Waving Hands In The Air interfaces, but I cut it. (Tho I liked the phrase "nut-punch to your proprioceptive senses".)
- spatulon 15y agoBret Victor has a longer essay from 2006 on user interface design, called "Magic Ink." It's similarly insightful and interesting. http://worrydream.com/#!/MagicInk http://worrydream.com/#!/MagicInk I've submitted a HN story for it: http://news.ycombinator.com/item?id=3213535 http://news.ycombinator.com/item?id=3213535
- akkartik 15y agoI <3 the magic ink paper. (It's been on HN several times.) http://news.ycombinator.com/item?id=1059496 http://news.ycombinator.com/item?id=1059496
- kirillzubovsky 15y agoLove the effort put into the presentation of this blog post. Although I personally love all the shiny finger gestures, must agree that this "vision" is only a sexy marketing trick and contains very little actual innovation, and probably even less actual innovation that Microsoft will actually build in the near future, or the long future. As per the abundance of motors skills that we have, it would indeed be lovely to have those utilized in the future, along with voice and vision, all combined in some complexly simple and elegant way of interacting. Baby steps at a time?
- cpr 15y agoWhy single out Microsoft? Isn't everyone working on these problems now?
- WiseWeasel 15y agoAnother avenue for substantial progress in interface design, in the same vein as the article's proposition, is tactile feedback, available today from vendors such as Senseg: http://senseg.com/experience/senseg-demos http://senseg.com/experience/senseg-demos This technology has the capacity to bring us beyond "pictures under glass", and seems ready for integration in today's devices, with proper OS and API support. I could see combining an e-ink display with this kind of tactile feedback surface to replace the user-exposed lower half of a laptop with a device capable of contextual interfaces. Something like this would offer great potential benefits to the user, with no apparent drawbacks.
- togasystems 15y agoWhat about the rest of our capabilities using our other senses (sound, smell, taste)? Does anybody think that we will incorporate them into future interfaces more?
- potatolicious 15y agoSound probably. But I doubt smell and taste would ever play large roles in UI design - it isn't a huge part of how we interact with the world aside from the obvious bits about eating.
- togasystems 15y agoSmell is an interesting one. Memory along with visual is tied to smells. A lot of UI is based off of memory recognition. It would neat to see a UI based off of smell (i.e. smell flowers if hit right button)
- seagreen 15y agoThat would be so cool! I bet it would also be useful for educational software. You load up the chem program for the first time in months, and immediately smell your studying chem smell, lets say hazelnut coffee, and the memories start flowing back.
- jamesgeck0 15y agoWhat would be cool is if you could (optionally) smell the chemicals you're learning about to further cement them in your memory.
- meric 15y agoWhen we get one those neural interfaces where a computer is implanted entirely in our nervous system, it'd be great if when I "wonder" what that thing taste like, I'd actually get to taste it, through the computer interfacing with my nerves. Say I want to buy some flower for my spouse, at my the whims of my thoughts, a smattering array of flower images get into my head. I "wander" to the one I think my spouse would like, and when I feel like I want to smell it, I do. I'd then decide "Yes, buy it", and the order gets sent.
- joebadmo 15y agoThis was similar to my own reaction [0], that these concept videos don't look far enough forward. And, maybe because I'm just a born contrarian, as the world moves toward touch-based direct-manipulation paradigms, I've personally been moving toward a more tactile, indirect paradigm. I recently bought a mechanical-switch keyboard, for example, that I'm growing more and more fond of every day. I've also started looking for a mouse that feels better in the hand, with a better weight, and better tactility to the button clicks. The lack of tactility in touch screen keyboards has always been especially annoying to me. There's just so much information there between my fingers and the keys. I mean, there's an entire state -- the reassuring feeling of fingers resting on keys -- that's completely missing. I accept the compromise in a phone, something that needs to fit in my pocket so I can carry it around all the time. But this makes me lament the rise of tablet computing. This is the sort of place that I refer to when I talk about tablets privileging consumption over production. I don't think the problem is relegated to UI hardware, though. I think part of what's holding back a lot richer and more meaningful social interaction online is the fact that current social networking paradigms map better to data than to human psychology. It's the parallel problem of fitting the tool to the problem, but not the user.[1] I'm not sure I agree with the direction he points to (if I understand him correctly). Making our digital tools act and feel more like real, physical objects is akin to 3D skeuomorphism. It's like making a device to drive nails that looks like a human fist, but bigger and harder. Better, I think, to figure out new ways to take advantage of the full potential of our senses and bodies to manipulate digital objects in ways that aren't possible with physical objects. And, please, Minority Report is not it. [0]: http://news.ycombinator.com/item?id=3184216 http://news.ycombinator.com/item?id=3184216 [1]: More here: http://blog.byjoemoon.com/post/11670022371/intimacy-is-performance http://blog.byjoemoon.com/post/11670022371/intimacy-is-perfo... and here: http://blog.byjoemoon.com/post/12261287667/in-defense-of-the-new-google-reader http://blog.byjoemoon.com/post/12261287667/in-defense-of-the...
- warfangle 15y agoI really dislike the lack of tactile feedback on touch devices, as well. There's technology out there to /provide/ tactile feedback on these devices - but it hasn't been rolled out to anything consumer yet, that I'm aware of. I can't wait for it: http://thenextweb.com/apple/2010/10/29/electrostatic-feedback-how-future-touchscreens-might-shock-us/ http://thenextweb.com/apple/2010/10/29/electrostatic-feedbac...
- zach 15y agoWhen you rescale the human body in proportion to how much of the brain is concerned with each part, you end up with this: http://www.jwz.org/blog/2004/12/sensory-homunculus/ http://www.jwz.org/blog/2004/12/sensory-homunculus/ The hands are huge because so much of your brain is devoted to skillfully moving and precisely sensing things with your hands. Your hands are basically the focus of the human body in interacting with the environment around it. This explains how moving from buttons and sensors to a touch-sensitive experience is a major and hard-to-explain qualitative difference. It also underscores the great point made here, that we can make devices far more suited still to the primary way we're designed to interact with the world.
- sukuriant 15y agoYou're going to want to add an NSFW to that link. I glanced at it while on my work computer and was not pleased to find male parts on the 3d model.
- joe_the_user 15y agoI see the article as pointing to incremental improvements by advocating fine motor manipulations with feedback over touching-glass-and-seeing-the-result (which is in ways harder than hitting a keyboard and at least getting some kinesthetic feedback). But I think we need to consider things in greater generality: 1) Interface designers seem universally fixated on designs that are visually and touch/kinesthetically oriented. What's missing in this is language. In a lot of ways this winds-up with interfaces which indeed look and feel great on first blush but which become pretty crappy over time given that most sophisticated human work is tied up with using language. 2) Even the touch part of interaction seldom considers what's ergonomically sustainable. Pointing with your index finder are fabulously intuitive to start with but is something you'd get really annoyed at doing constantly. There are lots of fine motor manipulations will get hard time as well.
- notatoad 15y agothe problem with revolutionary user interfaces is that nobody knows how to use them. when you see a "picture under glass" of a piano keyboard, you know that in order to make noise you tap the keys. if your interface is a minor incremental change from the status quo, it doesn't require education. this vision of the future isn't just cool, it's relatable. anybody can look at the products displayed there and think "hey, i know how to use that". if you dream up some amazing new tactile user experience, it might be revolutionary but will people understand it?
- phil 15y agoIf it is done well, they should understand it better. Think of a progression from the most abstract interface ("C:\>") to the most concrete (hold hammer, hit things). It's implicit in the article that future visions should be moving further along that progression.
- joebadmo 15y agoI'm not sure that the benefit of making things intuitive or easy to learn is worth the cost of limiting the technology. Calculus is less intuitive, harder to learn than arithmetic, but it's much more powerful. Can't we reboot our interfaces, start with a large but consistent vocabulary, and remove limits instead of imposing more of them upon the altar of immediate and complete understanding? http://blog.byjoemoon.com/post/9325300749/a-different-kind-of-gui http://blog.byjoemoon.com/post/9325300749/a-different-kind-o...
- cfn 15y agoWe can learn what we don't understand. To use a current example, in modern user interfaces there are two types of metaphors: the ones you can deduce by looking at them (a push button affords to be pushed) and the ones you learn (clicking underlined words was not obvious not so long ago).
- enjalot 15y agoNot only that, but you might not be able to see the interfaces of the future. A couple that come to mind: mind reading interfaces (ECG Headsets) camera based (like the kinect) fabric sensors Not to mention the leaps that machine learning will bring. As we have more and more semantic interfaces with technology things that seem magical now will soon be routine. What this article does inspire for me is the need for better 3D prototyping with home 3D printers and CNC machines. These are the tools you need to come up with better touch interfaces, not yet another SDK. I think we will see more and more of those as well, so here's hoping for a brighter future for interaction design!
- aphyr 15y agoThe article focuses on "everyday object" manipulation, but he's right about technology too: there are a wealth of common HCI tools that glass cannot accommodate. - The textual keyboard remains one of the fastest methods of text entry. It can be used without looking, offers high bandwidth, affords both serial and chorded inputs, and works well for precise navigation in discrete spaces, like text, spreadsheets, sets of objects like forms, layers, flowcharts, etc. - MIDI keyboards are comparable, but trade discrete bandwidth for the expressiveness of pressure modulation. - The joystick (and associated interfaces like wheels, pedals, etc) are excellent tools for orienting. They can also offer precise haptic feedback through vibration and resistance. - The stylus is an unparalleled instrument for HCI operations involving continuous two dimensional spaces. It takes advantage of fine dexterity in a way that mice cannot, offering position, pressure (or simply contact), altitude, angle, and tip discrimination. - Trackballs and mice are excellent tools for analogue positional input with widely varying velocities. You can seek both finely and rapidly, taking advantage of varying grips. Trackballs offer the added tactile benefits of inertia and operating on an infinite substrate. - Dials, wheels. A well-made dial is almost always faster and more precise than up-down digital controls. They offer instant visual feedback, precise tuning, spatial discrimination, variable velocities, can be used without looking, and can be adapted for multiple resolutions. - Sliders. Offers many of the advantages of dials--smooth control with feedback, usable without looking--but in a linear space. Trades an infinite domain for linear manipulation/display, easier layout and use in flat or crowded orientations. And these are just some of the popular ones. You've got VR headsets for immersive 3d audio and video, haptic gloves or suits, sometimes with cabling for precise pressure and force vector feedback, variable-attitude simulators, etc. There are weirder options as well--implanted magnets or electrode arrays to simulate vision, hearing, heat, taste, etc... Dedicated interfaces can perform far better at specific tasks, but glass interfaces offer reconfigurability at low cost. That's why sound engineers have physical mixer boards, writers are using pens or keyboards, artists are using Wacom tablets, nuclear physicists are staring at fine-tuning knobs, and motorcyclists are steering with bars, grips, and body positioning; but everyday people are enjoying using their ipad to perform similar tasks. Glass isn't going to wipe out physical interfaces; it's just a flexible tool in an expanding space of interaction techniques. More and more devices, I predict, will incorporate multitouch displays along dedicated hardware to solve problems in a balanced way.
- lightcatcher 15y agoI've never considered the richness of normal interaction in comparison to the "picture behind glass" model. Very eye opening read. However, "Do you know what it's called when you lose all sense of touch? It's called paralysis, and they push you around in a wheelchair while you calculate black hole radiation." isn't cool at all.
- asolove 15y agoHe's making a specific point regarding the relative importance of our senses. On the surface level, vision seems to play a far more important role in human life than tactile sensation. Losing your sight (the sense screens use) results in a normal person who has to make a few adjustments to accomodate their blindness. Losing your sense of touch (the sense that touchscreens can't use) is paradoxically far more debilitating.
- asolove 15y agoHe's making a specific point regarding the relative importance of our senses. On the surface level, vision seems to play a far more important role in human life than tactile sensation. Losing your sight (the sense screens use) results in a normal person who has to make a few adjustments to accomodate their blindness. Losing your sense of touch (the sense that touchscreens can't use) is paradoxically far more debilitating.
- dirtyaura 15y agoGreat post. Has there been any interaction research done on using something like a stress ball as an interaction device for digital environment? In my imagination a ball would have standard accelerometers and gyroscopes, but in addition fine-grained sensing capabilities to sense different kind of grips. It could also provide tactile feedback.
- pandakar 15y agoMusic tech has been wrestling with novel controllers including several like the kind you speak of for a while now: http://www.nime.org http://www.nime.org. Take a look through some of those conference notes for ideas. This is from 2003: http://nime.org/2003/nime03_program.html http://nime.org/2003/nime03_program.html
- raphman 15y agoActually, we (me and a student) have built exactly such a device this year. Did not have time to finish and evaluate it yet, however. Some papers on grasp interaction with spherical objects: Tango: www.cs.mcgill.ca/~kry/pubs/iser/iser.pdf Graspables: www.media.mit.edu/~vmb/papers/chi09.pdf Grasp Sensing for HCI (my paper, more generic): http://www.medien.ifi.lmu.de/pubdb/publications/pub/wimmer2011GRASP/wimmer2011GRASP.pdf http://www.medien.ifi.lmu.de/pubdb/publications/pub/wimmer20...
- dirtyaura 15y agoThat's awesome! What kind of system you use to sense different grips, i.e. what kind of sensors there are inside the "ball".
- feral 15y agoI just watched the video, and typed my reactions, as I had them; no idea if this will be of interest. * * * People still travel for meetings? By plane? Wait, someone is driving the car? Thats not very productive. There are bellhops? Why are there still bellhops in the future? What do they do? Why is the screen so small? Why have a screen, if you have those perfect augmented reality glasses? 'Creating reply interface'? We still have to wait for computers? There's still global poverty, and benefit concerts? When these people have all that fancy tech? Damn it. Copy and Paste is still around? Kids are still taught long division? Why? Why do they use a pencil? Also, won't the future be one of neural interfaces? Isn't there something wrong with interfacing two electrical signal processing machines (brain + computer) via all these muscles and optical sensors and so on? I know there's a lot of science to be solved first; but surely the future of interfaces is that they are invisible, and built in to us?
- kirillzubovsky 15y agolove it!
- mappu 15y agoI guess it's meant to depict a not so distant future. Either that, or you could criticise the Office team for not having the imagination to take it any further. Kids are still taught long division? Why? Same reason people learn it today, same reason we didn't stop the second the slide rule was invented or cheap calculators became available 20 years ago or whenever. Learning simple algorithms is important for future development.
- feral 15y agoWell - those were just quick reactions I had to the video. But, I think if I could now somehow set my own childhood educational curriculum, I don't think long division would be on it. I don't think I know how to do long division, at the moment. I certainly haven't done it in very many years. I suspect very few people ever do it. Computers even follow different algorithms. I would definitely agree that learning simple algorithms is important for future development. But why division? It'd be good to show kids an example, to let them see how its possible. But I wouldnt make them practice it, to internalise it. I'd put something like 'binary search' on the general curriculum, instead of long division. I see a future where many more people are going to have to manipulate information, all the time, and I think teaching things like simple programming concepts to the general population, is probably more valuable than teaching simple arithmetic rules. I don't know what way data manipulation technology will pan out - but I'd hope that in future, we can come up with better things to have children internalise, than simple arithmetic algorithms.
- gourneau 15y ago"There is no 'technology', there is no 'design', there is only a vision of how mankind should be, and the relentless resolve to make it so. This is the way that I teach." I have committed this to memory Brad, it is my mantra.
- chadlundgren 15y agoThis post would make a lot stronger case if it didn't use an eye-bleeding, small gray font.
- patricklynch 15y agoWhat are you talking about? The basic text -- 12 px Arial? -- is pretty standard. I'm sure I'm not the only person who read it without issue. But what's more -- unlike most things I read online -- this essay even has text that's much bigger!, darker!, blue-er!, and illustration-y! where appropriate. That's perhaps the most snide, trollish, unimportant pot shot I've ever seen here. Don't blame the author because your own display resolution is apparently too fine to support your eyesight.
- kitsune_ 15y agoIt's a web font, PT Sans, it ends up being smaller than Arial or Helvetica because of the awkward smoothing.
- chadlundgren 15y agokitsune, I think you have identified the issue. It might look better on a different platform. I'm stuck on Windows XP at work (and yes, I do have Clear Type turned on.) I stand by my criticism of the font choice as rendered. I went in with Google Chrome Inspector and turned off the font and the color and was much happier with the result.
- gliese1337 15y agoI feel like I have just undergone a major epiphany. And just after the epiphany, I realized that pretty much the exact same content is hiding as one of those relatively insignificant background world-building details baked into Neal Stephenson's _Anathem_. And in the non-fiction realm, Wii-mote and Kinect devices. We've totally got the beginnings of tactile, full-body interface technology that's just as reconfigurable and programmable as pictures under glass.
- tern 15y agoAnother major problem with "research visions" like this is that they portray a thoroughly "bourgeois" future. We know already that in order for every human on this planet to have basic needs taken care of, highly consumptive 1st world lifestyles like the one portrayed in the video will need to be replaced. If you've ever built anything, you'll know that it takes an immense amount of resources to obtain that kind of polish. I know that some designers like clean, shiny things, but perpetuating the meme that the future won't be characterized by rough-edges is escapist if not simply irresponsible. If we don't imagine a future for ourselves that involves patterns of behavior that are conducive to conservation of resources and supply-chain+community resilience, then I'm afraid that the only people using tools other than shovels and guns will be a super-elite living in fortified micro-cities (so perhaps it's accurate after all). Some more silly videos: - Nokia (w/ AR goggles): http://www.youtube.com/watch?v=A4pDf7m2UPE http://www.youtube.com/watch?v=A4pDf7m2UPE - Cisco Songdo City: http://www.youtube.com/watch?v=f1x9qU-Sav8 http://www.youtube.com/watch?v=f1x9qU-Sav8 (this one's real!) For those sympathetic to the argument of the OP, you may be interested in Bill Buxton's papers on bi-manual interaction. Bill is a huge (and early) proponent of this point of view (that computer interfaces should make full use of the capabilities of the human body): http://www.billbuxton.com/papers.html#anchor1442822 http://www.billbuxton.com/papers.html#anchor1442822
- msutherl 15y agoWise words of Bruce Sterling in "Shaping Things" (MIT Press): "We need to understand technology with a depth of maturity that mankind has never shown before. We need to stop fussing over mere decade-long "Ages" and realize that there are only three basic kinds of "technology" truly worthy of civilized use. None one them are entirely possible yet. 1. The first kind, and likely the most sensible one, is technology that can eventually rot and go away all by itself. Its materials and processes are biodegradable, so it's an auto-recycling technology. The natural environment can do this kind of work for itself, while also producing complicated forests, grasslands and coral reefs, so, someday, an artificial environment ought to be able to biomimetically mimic that achievement. This doesn't mean merely using available "natural materials" that we repurpose from crops or wilderness. It means room-temperature industrial assembly without toxins. [...] 2. The second kind of technology is monumental. These are artifacts deliberately built to outlast the passage of time. This is very hard to do and much over-estimated. Many objects we consider timeless monuments, such as the Great Pyramid and the Roman Colosseum, are in fact ruins. They no longer serve their original purposes: a royal tomb and a giant urban playground, and they no longer look remotely like the did when their original builders finally dusted off their hands and demanded their pay. Bat at least these "monuments" don't crumble unpredictably, leach into the water table and emit carcinogens while they offgas. [...] 3. The last kind of decent technology is the kind I have tried to haltingly describe here. It's a fully documented, trackable, searchable technology. This whirring, ultra-buzzy technology can keep track of all its moving parts and, when its time inevitably comes, it would have the grace and power to turn itself in at the gates of the junkyard and suffer itself to be mindfully pulled apart. It's a toy box for inventive, meddlesome humankind that can put its own toys neatly and safely away. [...]" Full quotation here: http://msutherl.net/txt/3kindsoftech.txt http://msutherl.net/txt/3kindsoftech.txt
- Volpe 15y agoI think I disagree with the rant. It's a little inconsistant as well. On the one hand, he argues that Pictures behind glass isn't where we should be heading, and instead we should come up with better visions, as an example he uses the someone who came up with the original idea for a "goddamn ipad"... But wait, didn't he just say pictures behind glass was a bad model to work towards? Personally I think if we could implement a fraction of the things in that vision video, the world would be a better place for it. If some of the things don't work, or the interaction feels wrong... we can always change the vision. The Apple Knowledge Navigator doesn't resemble the iPhone at all... But it was/is a good vision to work towards.
- nchuhoai 15y agoI dont really get your point. He was an UX engineer at Apple. He probably was involved with the "goddamn ipad". He is not critizicing the Interface Method perse, since it is probably the best we can do right now given the size constraints and technological capabilities we have right now. What he says however is that the long run, pictures behind the glass cannot be the solution. Or better said: shouldnt be.
- Volpe 15y agoI know who he is and where he's worked. But authority != always right The vision held a lot more than just swiping on glass, there were spacially aware devices, proximity networking, augmented reality... But that's not vision worthy... because the ipad already exists!? People are talking like, if you get a vision wrong (at the start) the whole journey is pointless. I'm saying, we can always change the things that don't work. If interacting with glass stops working out... we can ditch that for something better. Just like the iPhone/iPad doesn't fold in the middle (like the knowledge navigator vision presented).
- macrael 15y agoYou are taking that first bit out of context. H is pretty clear in the article what he means. He believes that pictures behind glass are a transitionary phase and not something we should work toward, because we already have them. The Dynabook was a vision of the iPad but it was a vision someone had 40 years ago. His point is that Alan Kay's vision truly was visionary in that he saw a future interface that did not come to pass for decades, but that Microsoft's vision here is not truly visionary because it basically shows you where we are today.
- RyLuke 15y agoThe OP is rehashing the concepts around pervasive or ubiquitous computing: the notion that computing will expand out to meet us in tangible products, as opposed to being solely accessed on dedicated computing devices. There's been much more than "a smattering" of work in this area. Lots of really smart industrial designers and engineers have been working on these ideas for quite some time. I personally based my Industrial Design degree thesis around these concepts almost 12 years ago. Hiroshi Ishii’s Tangible Media Group at the MIT Media Lab comes to mind. The Ambient Devices Orb was a well-covered, if early and underdeveloped, attempt to bring a consumer pervasive computing device to market. These products are here today and will continue to emerge. A recent example would be the thermostat from Nest Labs, a device that beautifully marries the industrial design of Henry Dreyfuss’ Honeywell round thermostat with a digital display, the tangible and intangible interfaces working seamlessly in concert.
- Symmetry 15y agoYeah, I was going to bring up the Media Lab and TMG myself (I was a solder monkey there for a while as an undergrad). Go look at some of the stuff they have on their webpage. http://tangible.media.mit.edu/ http://tangible.media.mit.edu/
- losvedir 15y agoMan, Bret Victor seems to have some of the most consistently interesting and inspiring articles I've seen. I suppose he's just pointing out one area of the future to think about, but I wish he'd mentioned other ideas. I think voice and language, in particular, have some of the most room to grow to make interfaces more intuitive. edit to add: Along this line, I've often wondered if it'd be worth learning Lojban to interact with the computer more easily. Supposedly the language is perfectly regular and well suited to that sort of thing, but I don't know for sure. It could be easier to teach humans Lojban than computers English (or however many other languages).
- sounds 15y agoNatural language does have room to grow. Computers can probably learn English as soon as they have learned Lojban. (Does that make sense? Assume a program that can understand Lojban. Then write a program, in Lojban, that understands the basic English grammar and the major exceptions. Then add the ability to deduce minor exceptions.)
- mrshoe 15y agoI can't help but think that the success of the iPhone and iPad has caused a big step back in usability among devices that try to copy them. Two similar examples: Garmin's newer aircraft GPS units have touch screens instead of knobs and buttons. The iPad has proven very popular among pilots. I can see why Garmin would decide that "touch is the future." But, while I'm flying an airplane, for my money I'd rather have knobs to grab and twist, and buttons to push and feel. Tesla's new Model S uses one huge touch screen for its in-dash interface. Surely, if you want to change your music's volume or turn on air conditioning while driving, it's harder to hit touch targets that are Pictures Under Glass than to grab and twist a knob.
- pedalpete 15y agoI would counter those sentiments with the ZuneHD experience. Most people haven't used one, but touch isn't vision focused. With the Zune in my pocket, I can unlock, skip a track, stop, play, change the volume (on the screen, not a rocker on the side). I can also try to shuffle/unshuffle, but that isn't as easy. I was actually amazed that Apple completely missed the ability to use touch when you weren't looking at the device.
- jodrellblank 15y agoThey didn't completely miss it - go to settings, general, accessibility, and you can enable voiceover which reads anything you touch out loud and makes you double click to activate, so you can navigate without sight. It's terrible if you want a hardware button to skip a track, but it's usable for basically any iOS app with standard UI controls - including web browsing - which a hardware button isn't. I've never seen a Zune in person - do you just mean it has lots of buttons for all those tasks, or how does the touch interaction work on it without individual hardware buttons?
- whatusername 15y agoThe Apple earphones that come with the iphone/ipod have hardware to skip a track. Single Click Pause, Double click skip forward, triple click skip back.
- jerf 15y agoI would submit that part of the problem is that nobody really has a clue how to use your hands. Are we going to have a thingy for every subtask that we want to do? Are our computer workstations going to resemble carpenter workbenches? Probably not, if for no other reason that lack of cost effectiveness. We've got something like the Wiimote as pretty much the epitome of hand-based interaction, but it's not very precise for anything that isn't a game. I don't mean this as a criticism of the post, I mean it as a stab at an explanation. It is a good point and I've been complaining about the primitive point and grunt interfaces[1] we've had for a while, but it's not even remotely clear where to go from here without (touchscreens are only an incremental point & grunt improvement over mice, you get a couple more gestures at the c another huge leap in processing power and hardware, at the minimum encompassing some sort of 3D glasses overlay for augmented reality or something. [1]: The mouse is point & grunt. You get one point of focus and 1 - 5 buttons (including the mousewheel as up, down, and click). For as excited as some people have been about touchscreens, they're only a marginal improvement if they're even that; you still have only a couple kinds of "clicks", and you lose a lot on the precision of your pointing. Interfaces have papered that over by being designed for your even-more-amorphous-than-usual grunting, but when you look for it you realize that touchscreens are a huge step back on precision. They'll probably have a place in our lives for a long time but they are hardly the final answer to all problems, and trying to remove the touchscreen and read vague gestures directly has even bigger precision problems.
- jodrellblank 15y agoSimilarly, how would we use touch feedback? If physics and technology was no objection, would you want your phone to have more mass and inertia when you turn it when it has more email, and be less massive when you've read it? If you could simulate sloshing water in a glass, what general infomanipulation would map well to that feeling? What sort of mapping is there between hand manipulation and "next song" or "post Facebook status"?
- eavc 15y agoA relatively near-term possibility is the recognition of natural gestures. If it's too loud, I pat my hand in the air downward a few times or put a finger to my lips for mute. If it's too bright, I shield my eyes. If it's too hot, I jerk my hand back. If I want to see the time, I look at the clock, and it turns on. There's also plenty of room for big, dumb controls too. Hit the phone to make it stop ringing. Or squeeze it or shake it or tap it on your palm like a pack of cigarettes.
- jeswin 15y agoI think this is the problem with TED-talk style Interaction Design. More in line with hollywood, than grounded in reality. We all know its nice to hold stuff, but that technology just isn't ready yet.
- mattiask 15y agoOki doki, so given plausible future technology let's try to brainstorm a solution that addresses the issue of tactility in interaction, I give you the ... drumroll KinBall (Kinectic ball). The Kinball would essentially be a wireless ball, like a small juggling sack (the smaller ones) that you could interact with to control devices. So the Kinball would have the following features * Gyroscope/acceleratometer so it knows which side is up and how fast it's being moved and where it is. * Sensors so it can feel where it's being squeezed/pressed and how hard * Some kind of detecting mechanism for when two balls (cough) are touching each other. * Ability to vibrate in different frequencies and also only partially on different parts of the ball So with a device like that you now would have to come up with a gesture language, some ideas * If the future allows it, ability to change color * Holding the ball and moving the thumb over it is "cursor mode, pressing in that mode would be clicking (and you could "click" and hold for submenus ) * Similarily swiping your tumb over the ball would be the swipe gesture * Pinch-squeeze could be a specific gesture, perhaps combined with a gesture (like spritzing cookies :) * If you hold the ball in the whole hand and move it from your chest and forward you could simulate resistance by varying the frequency of the vibrating to "feel" interface element * you could roll the ball in your hand forwards and backwards, for instance for scrolling * Double the balls, double the fun. With two balls you could perhaps do interesting things with the distance between them and again simulate resistance by vibrating the balls as you bring them closer to each other * Social balling, you could touch someone elses ball (ahem) to transfer info, files etc * You could have the ball on your desk and it could change color or pulse in different colors for different notifications. This kind of interface would have some interesting features. You get tactile feedback and most gestures are pretty natural. You don't have to get smudge marks on your screens. The ball is pretty discrete and hardly visible in your hand. Heck with a headset (for getting information, like reading smss) you could just get away with a ball and the headset and skip the device altogether for some scenarios. On the other hand it's another accessory you can lose and a ball in your pants might not be the best form factor. Anyways, if Apple introduces the iBall you know where you read it first
- prawn 15y agoYou know, combine this with some sort of display (glasses, projection, implant) and you could be on the right track. That's my first thought. Second one is about carrying this ball, how easy it might be to lose it. What if instead there were rings on middle fingers or even all fingers? Could handle a few of the things you mentioned. Electronic handshakes just got a lot more literal. Perhaps typing in the future would take the form of hand shapes/signals, akin to traditional signing for the deaf? Assuming voice input will not be able to completely replace it. Maybe the future computer is a display in the form of an eyepiece, monocle or implant, finger rings as an input and then a processing component in pocket or within a belt?
- jayfuerstenberg 15y agoGreat article! I'm not too worried because I think voice manipulation (Siri, others) is as natural as hand manipulation and one at which digital devices will become more adept in the coming years. Voice control and speaking interfaces, backed up by visual ones would completely overcome the concerns raised here.
- xpaulbettsx 15y agoDisclaimer: I used to work in the group that produced this video. You have to remember, that while the "wow" factor (to some folks) is the screens and form factors, this video is made by a group in Office - the things they're really researching and trying to demonstrate is the vision of how your personal information and your "work" information (i.e. your social circles, your coworkers, your job) interact with each other. How can context really be used effectively with productivity in an office setting? Context is this huge term here - device form factor, the people you're with, the things you're doing, where you're at; there is a ton of information available to apps / services now about who you are, what you're doing, etc - what are scenarios in which that information is actually combined and put to good use? They really should've made the Director's Commentary to go along with this, there's a lot of research and data behind this video along with the special effects.
- szany 15y agoAre the research and data publicly available?
- xpaulbettsx 15y agoNot all of it, it's very much a synthesis of different sources; some are public, some are MSR papers, some isn't publicly available
- deepkut 15y ago"Rant" may not have been the best word choice for the article title. I got the impression that designers shouldn't be so closed minded in futuristic thinking that may or may not be that far away. And I agree with him. Nor did I realize this until reading this excellent post. Thanks for a great read.
- tuxidomasx 15y agoI agree that we need more vision to expand our capabilities. But I would add that all of our senses are ripe for innovations in interaction. There are things we have yet to accomplish in terms of audio and sight, and even smell. Our fingers get in the way when we use a touch screen-- will there be a system powerful enough to track my eye position to the point where it can assist navigation?
- Semiapies 15y agoI've read many versions of this rant, written under many different authors' names over the last thirty or more years. I'm waiting for the iteration of this rant - or even the actual UI some engineer's put together or some designer's rastubated - that shows that anyone involved has spent a single, solitary moment thinking about how a disabled person could use these interfaces. The next one will be the first one. The more of the range of human ability an interface requires, the more human disability becomes a barrier to use it. What's so exciting about a future that shuts out people because they don't have the full range of action that some twit thought would be cool to make gratuitous use of? No, contra Victor's ignorance, every human being does not in fact have hands or feet or normally-capable versions thereof.
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- daemin 15y agoOne input method that a colleague discussed with me recently was in using a webcam to determine where keyboard input should go. The computer would track your eyes and where your focus went, and then make the application you're looking at have focus. So that it wouldn't matter where your mouse was, but when you typed the application you're looking at would get the input.
- Hrundi 15y agoI always said to my peers that I find myself uneasy when touching a smartphone, and that the feeling would disappear when they come up with a texture that feels like a pretty lady's skin :) I definitely agree with the article. Pictures under glass do feel weird.
- csomar 15y agoWell, this is supposed to be a video about the future of interaction design and not the future in general. But I have two points that I want to say: - The future technology should help the man kind be independent. It doesn't need to make you rich, but just do your own thing. I don't like that someone is driving my car or waiting me in the airport. I'll prefer that they play music or baseball. - We don't need high tech gadget and assistance. Get out of your computer and go see the world. There are hundred of millions of people that are diabetic around the world. Go and solve that, billions and may be trillions of $$ are there. Brief, we don't need touch screens everywhere in the future. We don't need valets, actually having them is worse for the man kind. There are huge scales problems like disease and famine and joblessness that need to be solved.
- Gormo 15y agoThe author makes a very valid point, and it would be quite interesting to see what kinds of tactile UI designs might be achieved. But I think there's an important distinction to be made in how we build tools to solve physical problems and how we build tools to solve conceptual ones. Apart from purely remediative technologies such as Braille, I can't think of any technology from any era of human history in which conceptual information has ever been conveyed via the tactile sense. There have never been tactile clocks, tactile books, or any kind of tactile language. When human minds attempt to import ideas from the outside word, they use the eyes and ears, not the hands. There's certainly a real problem with the UIs presented in the MS video, but it's not that they're visually-oriented. It's that they're designed to appeal to the eyes themselves, and fail to encode information in a way that's optimally suited to the mind. The aesthetics of the UIs in that video are stunningly beautiful, but I have no idea from looking at them how I would use them as tools; each notification, dialog box, and prompt for input seems fine in isolation, but when I try to conceptually 'zoom out' and understand how each function integrates into a workflow that allows me to apply my capabilities toward fulfilling my needs, I'm completely at a loss. There seems to be an unfortunate trend toward pure visual aesthetics in the software industry today - perhaps a cargo-cult attempt to emulate some of Apple's successes - and MS seems to be suffering from it almost as badly as the Ubuntu and Gnome folks.
- gigamonkey 15y agoYou should check out the book The Myth of the Paperless Office. They report research where they gave folks tasks like writing a summary of several magazine articles and one group did it all on a computer and the other did it on paper and they watched how people actually worked. There was a lot of subtle physical interactions in the paper group, such as moving different articles closer and farther away on the table that the computer group tried to do analogues of and failed because of the limitations of the medium. So it's not just the eyes and ears.
- Gormo 15y agoThe position of the paper on the table seems like an entirely visual variable. What information about the documents or the content within them did the latter group ascertain through tactile senses? I'd assume that the amount of information about the content that was acquired tactilely was none. Feeling the paper can only give you information about the paper medium itself, not the ideas encoded in written language on it - conceptual content is non-tangible, by definition. So the mistake the computer group made was to try to model the human-paper interaction with software, when software isn't made out of paper. They should have attempted to figure out what human-content interaction was being proxied via re-positioning the paper, and modeled that in the software.
- tcarnell 15y agoFantastic article - thanks for writing this - it is exactly how I feel about UI and the dissapointment that generally follows anything these days that is claimed to be "innovative".
- spyder 15y agoI'm not sure how he can tell from the video that there is no tactile feedback.
- nchlswu 15y agoThe long standing mantra has been 'form follows function.' This is predicated on a particular product or object having a form (that reflects its purpose) to begin with. As items become increasingly 'form-less'I've always wondered what this means for design. There are a lot more considerations that must be made. I know it's been mentioned in the documentary 'Objectified,' but has anyone seen any other commentary?
- Dysiode 15y agoI'm actually surprised no one has mentioned Rainbows End by Vernor Vinge yet. He actually presents a vision of a very natural, expressive near future UI. While he doesn't go into technical details about everything, he does describe interacting with "Ubiquity" through small gestures throughout the body, whether small shrugs or interacting with hands. Further, he touches on the issues surrounding flat interfaces and even the virtual 3D interfaces. And that's just the UI side of the novel.