SlideShare uma empresa Scribd logo
1 de 49
UXD minor theme ‘Multimodal, Crossmedia and Multi-Platform

INPUT MODALITIES
Theme program

March 23: ‘Input modalities’ (Hans), workshop
  and assignment kick-off
March 30: ‘Output modalities’ (Rolf) and
  assignment progress
April 6: Workshop with Pieter Jongerius
  (Fabrique)
April 13: No class, Easter
April 20: Final presentations assignment
Theme in the scheme of things

Media, modalities and
 platforms provide us
 the nuts and bolts of
 the user experience.

The quality of the user
  experience is
  determined by our
  ability to utilize the
  media, modalities and
  platforms at our
  disposal.
Crossmedia

‘Crossmedia (also known as Cross-Media, Cross-
  Media Entertainment, Cross-Media
  Communication) is a media property owned,
  service, story or experience distributed across
  media platforms using a variety of media
  forms.’

http://en.wikipedia.org/wiki/Crossmedia
Multi-platform

‘In computing, cross-platform (also known as
   multi-platform) is a term used to refer to
   computer software or computing methods
   and concepts that are implemented and inter-
   operate on multiple computer platforms.’

http://en.wikipedia.org/wiki/Multiplatform
Multimodal

‘Multimodal interaction provides the user with
  multiple modes of interfacing with a system
  beyond the traditional keyboard and mouse
  input/output.’

http://en.wikipedia.org/wiki/Multimodal_interaction
Modality

‘A modality is a path of communication between
   the human and the computer.’

http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Input modalities and output modalities

‘In human-computer interaction, a modality is
   the general class of:
    a sense through which the human can receive the
     output of the computer (for example, vision
     modality)
    a sensor or device through which the computer
     can receive the input from the human’

http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Output modalities (computer-to-human)

‘Any human sense can be translated to a modality:

   Major modalities
       Seeing or vision modality
       Hearing or audition modality
   Haptic modalities
       Touch, tactile or tactition modality — the sense of pressure
       Proprioception modality — the perception of body awareness
   Other modalities
       Taste or gustation modality
       Smell or olfaction modality
       Thermoception modality — the sense of heat and the cold
       Nociception modality — the perception of pain
       Equilibrioception modality — the perception of balance’

http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Input modalities (human-to-computer)

An input device is any peripheral (piece of
  computer hardware equipment) used to
  provide data and control signals to an
  information processing system (such as a
  computer).

http://en.wikipedia.org/wiki/Input_devices
Pointing devices

Ivan Sutherland (MIT) demoing Sketchpad
   (1962)
(introduced by Alan Kay in 1987)
Pointing devices

‘Pointing devices are input devices used to
  specify a position in space.
    Direct/indirect
    Absolute/relative’


http://en.wikipedia.org/wiki/Input_devices
Fitts’ law

‘The time it takes to move from a starting
  position to a final target is determined by the
  distance to the target and the size of the
  object.’ (Saffer, 2007)
Pointing devices

And you can point at more than merely pixels on
  a screen…
Alphanumeric input: keyboards
Alphanumeric input: keyboards
Alphanumeric input: keyboards
Alphanumeric input: speech recognition

Speaker dependent/independent
Discrete-word/connected-word input
Limited/large vocabulary
Alphanumeric input: handwriting recognition


‘Recognition’ patents
  as early as 1914

‘Electronic ink’ and
   recognition in Vista



                                      http://www.freepatentsonline
                                                .com/1117184.pdf
Pen Computing

‘The return of the pen’
Switching modes:
  ‘pointing’ vs. ‘ink’
Tap is the New Click

quot;One of the things our grandchildren will find
  quaintest about us is that we distinguish the
  digital from the real.“
                    William Gibson - from: Saffer (2009)
Ubiquitous computing

‘Ubiquitous computing (ubicomp) is a post-
  desktop model of human-computer
  interaction in which information processing
  has been thoroughly integrated into everyday
  objects and activities.’

http://en.wikipedia.org/wiki/Ubiquitous_computing
Wearable computing

‘Wearable computers are computers that are
  worn on the body.’

http://en.wikipedia.org/wiki/Wearable_computer
Tangible user interfaces

Hiroshi Ishii (MIT)
Sketching Mobile Experiences

Workshop in ‘Design This!’
Gestural Interfaces

Touchscreen vs. Free-form
Ergonomics of Interactive Gestures

quot;Hands are underrated. Eyes are in charge, mind
  gets all the study, and heads do all the talking.
  Hands type letters, push mice around, and grip
  steering wheels, so they are not idle, just
  underemployed.quot;
                —Malcolm McCullough, Abstracting Craft
                                  (from: Saffer, 2009)
Ergonomics of Interactive Gestures

 Limitations due to anatomy, physiology and
  mechanics of the human body (kinesiology)
 Left-handedness (7-10%)
 Fingernails
 Screen Coverage
Designing Touch Targets

No smaller than 1x1cm
 in an ideal world

In a not so ideal world:
  Iceberg Tips
  Adaptive Targets
Designing Touch Targets

But even spaciously
  sized targets can be
  tricky…
Patterns for Touchscreens and Interactive Surfaces


Tap to open/activate
Patterns for Touchscreens and Interactive Surfaces


Tap to select
Patterns for Touchscreens and Interactive Surfaces


Drag to move object
Patterns for Touchscreens and Interactive Surfaces


Slide to scroll
Patterns for Touchscreens and Interactive Surfaces


Spin to scroll
Patterns for Touchscreens and Interactive Surfaces


Pinch to shrink and spread to enlarge
Patterns for Free-Form Interactive Gestures

Proximity activates/deactivates
Patterns for Free-Form Interactive Gestures

Point to select/activate
Patterns for Free-Form Interactive Gestures

Rotate to change state
Patterns for Free-Form Interactive Gestures

Shake to change
Patterns for Free-Form Interactive Gestures

Tilt to move
Interesting demos
Reader

Wearable computers:
  Steve Mann. Eyetap.org. http://about.eyetap.org/

Ubiquitous computing:
  Mark Weiser (1991). The Computer for the 21st Century.
    http://www.ubiq.com/hypertext/weiser/SciAmDraft3.h
    tml
  Adam Greenfield (2006). Everyware: The Dawning Age of
    Ubiquitous Computing. New Riders, Berkeley, CA.
  Donald Norman (1998). The Invisible Computer: Why
    Good Products Can Fail, The Personal Computer Is so
    Complex, and Information Appliances Are the Solution.
    The MIT Press, Cambridge, MA
Reader

Input devices
  Doug Engelbart (1968). The mother of all demos.
   Google video stream
  Wikipedia.
   http://en.wikipedia.org/wiki/The_Mother_of_All_
   Demos
Reader

Fitts’ Law
  Dan Saffer (2007). Designing for Interaction: Creating
    Smart Applications and Clever Devices. New Riders,
    Berkeley, CA. (page 53)


Speech recognition
  Microsoft. Microsoft Speech Technologies.
   http://www.microsoft.com/speech/speech2007/d
   efault.mspx
Reader

Handwriting recognition
  Wacom. Unleash Windows Vista With A Pen.
   http://www.wacom.com/vista/index.php

Gestural Interfaces
  Dan Saffer (2009). Designing Gestural Interfaces. O’Reilly
    Media, Sebastopol, CA

Ergonomics
  Henry Dreyfuss (1955). Designing for People. Allworth
    Press, New York, NY.
Theme assignment
Today’s workshop assignment
 Work together in teams of 2-3 students on one input device
 Each team will be investigating the following:
       What’s the typical application of this device?
       What are typical patterns applied with this device?
       How can this device connect to a computer?
       What driver or other software is available for this device?
       How can I adjust the parameters of this device?
       How can I create application prototypes with this device?
 Build a simple demonstrator for the device, using your laptop
    computer
   Analyze the user experience with your demonstrator
   Present your demonstrator at the end of the afternoon
   Document your findings in a pdf document
   Link the document to a post on your blog
Today’s workshop assignment

Available devices
     Touch screen (2)
     Wii mote (4)
     Xbox USB controller (2)
     Wacom (3)
     Web cam (5)
     SpaceNavigator (1)
     Presenter (3)
     Smartboard (1)
     iPhone (?)

Mais conteúdo relacionado

Mais procurados

NCrafts.IO 2015 - Future of User eXperiences
NCrafts.IO 2015 - Future of User eXperiencesNCrafts.IO 2015 - Future of User eXperiences
NCrafts.IO 2015 - Future of User eXperiencesVincent Guigui
 
Touchscreen UX Design Workshop
Touchscreen UX Design WorkshopTouchscreen UX Design Workshop
Touchscreen UX Design WorkshopKirsten Miller
 
Touchscreen UX design workshop
Touchscreen UX design workshopTouchscreen UX design workshop
Touchscreen UX design workshopKirsten Miller
 
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Lynn Marentette
 
Surface computer
Surface computerSurface computer
Surface computerajaychn
 
Physical Computing in the Real World
Physical Computing in the Real WorldPhysical Computing in the Real World
Physical Computing in the Real WorldHanley Weng
 
Hololens Science Microsoft Latest Invention Education
Hololens Science Microsoft Latest Invention Education Hololens Science Microsoft Latest Invention Education
Hololens Science Microsoft Latest Invention Education Nishaanth Zurc
 
Microsoft Hololens
Microsoft HololensMicrosoft Hololens
Microsoft HololensSri Teja
 
Surface computing
Surface computingSurface computing
Surface computingAkash R
 
Microsoft holo lens
Microsoft holo lensMicrosoft holo lens
Microsoft holo lensManan Jain
 
microsoft Surface computer
microsoft Surface computer microsoft Surface computer
microsoft Surface computer Ashish Singh
 
Microsoft_HoloLens
Microsoft_HoloLensMicrosoft_HoloLens
Microsoft_HoloLenskirankumarmh
 
Surface computing
Surface computingSurface computing
Surface computingjaishreejai
 

Mais procurados (18)

NCrafts.IO 2015 - Future of User eXperiences
NCrafts.IO 2015 - Future of User eXperiencesNCrafts.IO 2015 - Future of User eXperiences
NCrafts.IO 2015 - Future of User eXperiences
 
Interactive whiteboard
Interactive whiteboardInteractive whiteboard
Interactive whiteboard
 
HoloLens
HoloLensHoloLens
HoloLens
 
Microsoft holo lens
Microsoft holo lensMicrosoft holo lens
Microsoft holo lens
 
Touchscreen UX Design Workshop
Touchscreen UX Design WorkshopTouchscreen UX Design Workshop
Touchscreen UX Design Workshop
 
Touchscreen UX design workshop
Touchscreen UX design workshopTouchscreen UX design workshop
Touchscreen UX design workshop
 
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...
 
Surface computer
Surface computerSurface computer
Surface computer
 
Physical Computing in the Real World
Physical Computing in the Real WorldPhysical Computing in the Real World
Physical Computing in the Real World
 
Hololens Science Microsoft Latest Invention Education
Hololens Science Microsoft Latest Invention Education Hololens Science Microsoft Latest Invention Education
Hololens Science Microsoft Latest Invention Education
 
Microsoft Hololens
Microsoft HololensMicrosoft Hololens
Microsoft Hololens
 
Surface computing
Surface computingSurface computing
Surface computing
 
microsoft HoloLens
microsoft HoloLensmicrosoft HoloLens
microsoft HoloLens
 
Microsoft holo lens
Microsoft holo lensMicrosoft holo lens
Microsoft holo lens
 
microsoft Surface computer
microsoft Surface computer microsoft Surface computer
microsoft Surface computer
 
Microsoft_HoloLens
Microsoft_HoloLensMicrosoft_HoloLens
Microsoft_HoloLens
 
Surface computing
Surface computingSurface computing
Surface computing
 
Surface computing by raviteja
Surface computing by ravitejaSurface computing by raviteja
Surface computing by raviteja
 

Destaque

Voorlichting tweedejaars 16 februari 2011
Voorlichting tweedejaars 16 februari 2011Voorlichting tweedejaars 16 februari 2011
Voorlichting tweedejaars 16 februari 2011Hans Kemp
 
Mobile Video Trends - Keynote from SCW 2016
Mobile Video Trends - Keynote from SCW 2016Mobile Video Trends - Keynote from SCW 2016
Mobile Video Trends - Keynote from SCW 2016Marta Karolina Olsen
 
Inspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina Olsen
Inspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina OlsenInspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina Olsen
Inspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina OlsenMarta Karolina Olsen
 
Designing for Cross-Media Channels - Ric Holland
Designing for Cross-Media Channels - Ric HollandDesigning for Cross-Media Channels - Ric Holland
Designing for Cross-Media Channels - Ric HollandGary Hayes
 
Content Marketing for kommunikatører
Content Marketing for kommunikatører Content Marketing for kommunikatører
Content Marketing for kommunikatører Marta Karolina Olsen
 
Facebook for virksomheder og organisationer: Formål, forankring, formidling.
Facebook for virksomheder og organisationer: Formål, forankring, formidling.Facebook for virksomheder og organisationer: Formål, forankring, formidling.
Facebook for virksomheder og organisationer: Formål, forankring, formidling.Marta Karolina Olsen
 
IADD1 0809Q3 Hoorcollege2 Deeltijd
IADD1 0809Q3 Hoorcollege2 DeeltijdIADD1 0809Q3 Hoorcollege2 Deeltijd
IADD1 0809Q3 Hoorcollege2 DeeltijdHans Kemp
 
Zappos All Hands 2008 02 29 Public
Zappos All Hands 2008 02 29 PublicZappos All Hands 2008 02 29 Public
Zappos All Hands 2008 02 29 Publiczappos
 
Workshop Presentation V 17 10 08
Workshop Presentation V 17 10 08Workshop Presentation V 17 10 08
Workshop Presentation V 17 10 08Sanoma Netherlands
 
1011q1 design for mobile les 4 - usabilitytesting for mobile
1011q1 design for mobile    les 4 - usabilitytesting for mobile1011q1 design for mobile    les 4 - usabilitytesting for mobile
1011q1 design for mobile les 4 - usabilitytesting for mobileHans Kemp
 
If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...
If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...
If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...Baden Hughes
 
The Effects of Cross-Pollination : How non-library mass market services are c...
The Effects of Cross-Pollination : How non-library mass market services are c...The Effects of Cross-Pollination : How non-library mass market services are c...
The Effects of Cross-Pollination : How non-library mass market services are c...Baden Hughes
 
Techo aug.22nd
Techo aug.22ndTecho aug.22nd
Techo aug.22ndCorey Topf
 
Unit 2 3 1 Costs Of Production
Unit 2 3 1 Costs Of ProductionUnit 2 3 1 Costs Of Production
Unit 2 3 1 Costs Of ProductionCorey Topf
 
Iad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke Interactie
Iad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke InteractieIad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke Interactie
Iad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke InteractieHans Kemp
 
Vocabulary tuesdayswithmorrie
Vocabulary tuesdayswithmorrieVocabulary tuesdayswithmorrie
Vocabulary tuesdayswithmorrieCorey Topf
 

Destaque (20)

Voorlichting tweedejaars 16 februari 2011
Voorlichting tweedejaars 16 februari 2011Voorlichting tweedejaars 16 februari 2011
Voorlichting tweedejaars 16 februari 2011
 
Mobile Video Trends - Keynote from SCW 2016
Mobile Video Trends - Keynote from SCW 2016Mobile Video Trends - Keynote from SCW 2016
Mobile Video Trends - Keynote from SCW 2016
 
Inspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina Olsen
Inspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina OlsenInspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina Olsen
Inspirationsoplæg om 2017-trends i digitalt indhold af Marta Karolina Olsen
 
Designing for Cross-Media Channels - Ric Holland
Designing for Cross-Media Channels - Ric HollandDesigning for Cross-Media Channels - Ric Holland
Designing for Cross-Media Channels - Ric Holland
 
Content Marketing for kommunikatører
Content Marketing for kommunikatører Content Marketing for kommunikatører
Content Marketing for kommunikatører
 
Facebook for virksomheder og organisationer: Formål, forankring, formidling.
Facebook for virksomheder og organisationer: Formål, forankring, formidling.Facebook for virksomheder og organisationer: Formål, forankring, formidling.
Facebook for virksomheder og organisationer: Formål, forankring, formidling.
 
Cross media storytelling
Cross media storytellingCross media storytelling
Cross media storytelling
 
IADD1 0809Q3 Hoorcollege2 Deeltijd
IADD1 0809Q3 Hoorcollege2 DeeltijdIADD1 0809Q3 Hoorcollege2 Deeltijd
IADD1 0809Q3 Hoorcollege2 Deeltijd
 
Zappos All Hands 2008 02 29 Public
Zappos All Hands 2008 02 29 PublicZappos All Hands 2008 02 29 Public
Zappos All Hands 2008 02 29 Public
 
Workshop Presentation V 17 10 08
Workshop Presentation V 17 10 08Workshop Presentation V 17 10 08
Workshop Presentation V 17 10 08
 
1011q1 design for mobile les 4 - usabilitytesting for mobile
1011q1 design for mobile    les 4 - usabilitytesting for mobile1011q1 design for mobile    les 4 - usabilitytesting for mobile
1011q1 design for mobile les 4 - usabilitytesting for mobile
 
If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...
If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...
If We're Not There Yet, How Far Do We Have To Go ? Web Metadata at The Univer...
 
The Effects of Cross-Pollination : How non-library mass market services are c...
The Effects of Cross-Pollination : How non-library mass market services are c...The Effects of Cross-Pollination : How non-library mass market services are c...
The Effects of Cross-Pollination : How non-library mass market services are c...
 
Techo aug.22nd
Techo aug.22ndTecho aug.22nd
Techo aug.22nd
 
Unit 2 3 1 Costs Of Production
Unit 2 3 1 Costs Of ProductionUnit 2 3 1 Costs Of Production
Unit 2 3 1 Costs Of Production
 
Iad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke Interactie
Iad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke InteractieIad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke Interactie
Iad2 0809 Q4 Hoorcollege 3: Documenteren Van Rijke Interactie
 
Good to Great - Journal
Good to Great - JournalGood to Great - Journal
Good to Great - Journal
 
A1 olympics
A1 olympicsA1 olympics
A1 olympics
 
Vocabulary tuesdayswithmorrie
Vocabulary tuesdayswithmorrieVocabulary tuesdayswithmorrie
Vocabulary tuesdayswithmorrie
 
vaar
vaarvaar
vaar
 

Semelhante a Multimodal, Crossmedia, Multi Platform

Multimodal, crossmedia, multi platform
Multimodal, crossmedia, multi platformMultimodal, crossmedia, multi platform
Multimodal, crossmedia, multi platformHans Kemp
 
Arti e Culture Digitali Lezione 1, Luca Simeone
Arti e Culture Digitali Lezione 1, Luca SimeoneArti e Culture Digitali Lezione 1, Luca Simeone
Arti e Culture Digitali Lezione 1, Luca Simeonemeetingsalongtheedge
 
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...Joe McCarthy
 
Multi-Touch Tangible Interface; HCI trends, projects, and development
Multi-Touch Tangible Interface; HCI trends, projects, and developmentMulti-Touch Tangible Interface; HCI trends, projects, and development
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
 
Sensory Aids for Persons with Visual Impairments
Sensory Aids for Persons with Visual ImpairmentsSensory Aids for Persons with Visual Impairments
Sensory Aids for Persons with Visual ImpairmentsDamian T. Gordon
 
Human computer interaction
Human computer interactionHuman computer interaction
Human computer interactionsai anjaneya
 
Wearable Computer
Wearable ComputerWearable Computer
Wearable ComputerSaumya Shah
 
4 D Computing: Life comes at us polydimensionally
4 D Computing: Life comes at us polydimensionally4 D Computing: Life comes at us polydimensionally
4 D Computing: Life comes at us polydimensionallyJoe Raimondo
 
Experience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdfExperience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdfHasseyWijetunge
 
Introduction to Prototyping: What, Why, How
Introduction to Prototyping: What, Why, HowIntroduction to Prototyping: What, Why, How
Introduction to Prototyping: What, Why, HowAbdallah El Ali
 
cloud of things Presentation
cloud of things Presentation cloud of things Presentation
cloud of things Presentation Assem mousa
 
Future User Interfaces
Future User InterfacesFuture User Interfaces
Future User Interfacesguestf22a4c
 
1.lecture_07_paradigms.ppt
1.lecture_07_paradigms.ppt1.lecture_07_paradigms.ppt
1.lecture_07_paradigms.pptUsamajawad3
 

Semelhante a Multimodal, Crossmedia, Multi Platform (20)

Multimodal, crossmedia, multi platform
Multimodal, crossmedia, multi platformMultimodal, crossmedia, multi platform
Multimodal, crossmedia, multi platform
 
Arti e Culture Digitali Lezione 1, Luca Simeone
Arti e Culture Digitali Lezione 1, Luca SimeoneArti e Culture Digitali Lezione 1, Luca Simeone
Arti e Culture Digitali Lezione 1, Luca Simeone
 
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...
 
HCI Chapter_1.pdf
HCI Chapter_1.pdfHCI Chapter_1.pdf
HCI Chapter_1.pdf
 
Multi-Touch Tangible Interface; HCI trends, projects, and development
Multi-Touch Tangible Interface; HCI trends, projects, and developmentMulti-Touch Tangible Interface; HCI trends, projects, and development
Multi-Touch Tangible Interface; HCI trends, projects, and development
 
HUMAN MACHINE INTERACTION
HUMAN MACHINE INTERACTIONHUMAN MACHINE INTERACTION
HUMAN MACHINE INTERACTION
 
Sensory Aids for Persons with Visual Impairments
Sensory Aids for Persons with Visual ImpairmentsSensory Aids for Persons with Visual Impairments
Sensory Aids for Persons with Visual Impairments
 
14 585
14 58514 585
14 585
 
Human computer interaction
Human computer interactionHuman computer interaction
Human computer interaction
 
Wearable Computer
Wearable ComputerWearable Computer
Wearable Computer
 
4 D Computing: Life comes at us polydimensionally
4 D Computing: Life comes at us polydimensionally4 D Computing: Life comes at us polydimensionally
4 D Computing: Life comes at us polydimensionally
 
Experience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdfExperience-Interface-Interaction.pdf
Experience-Interface-Interaction.pdf
 
Introduction to Wearables
Introduction to WearablesIntroduction to Wearables
Introduction to Wearables
 
Introduction to Prototyping: What, Why, How
Introduction to Prototyping: What, Why, HowIntroduction to Prototyping: What, Why, How
Introduction to Prototyping: What, Why, How
 
cloud of things Presentation
cloud of things Presentation cloud of things Presentation
cloud of things Presentation
 
Future User Interfaces
Future User InterfacesFuture User Interfaces
Future User Interfaces
 
1.lecture_07_paradigms.ppt
1.lecture_07_paradigms.ppt1.lecture_07_paradigms.ppt
1.lecture_07_paradigms.ppt
 
Being Human
Being HumanBeing Human
Being Human
 
Learning in a Multi-device World
Learning in a Multi-device World Learning in a Multi-device World
Learning in a Multi-device World
 
Learning in a Multi-device World
Learning in a Multi-device WorldLearning in a Multi-device World
Learning in a Multi-device World
 

Mais de Hans Kemp

Mijn cmd beleving
Mijn cmd belevingMijn cmd beleving
Mijn cmd belevingHans Kemp
 
1011q1 design for mobile les 3 patterns for mobile
1011q1 design for mobile les 3   patterns for mobile1011q1 design for mobile les 3   patterns for mobile
1011q1 design for mobile les 3 patterns for mobileHans Kemp
 
1011q1 design for mobile les 3 patterns for mobile
1011q1 design for mobile les 3   patterns for mobile1011q1 design for mobile les 3   patterns for mobile
1011q1 design for mobile les 3 patterns for mobileHans Kemp
 
1011 q1 iadd1 de gebruiker heeft altijd gelijk
1011 q1 iadd1   de gebruiker heeft altijd gelijk1011 q1 iadd1   de gebruiker heeft altijd gelijk
1011 q1 iadd1 de gebruiker heeft altijd gelijkHans Kemp
 
Iadd1 1011 q1 introductie
Iadd1 1011 q1 introductieIadd1 1011 q1 introductie
Iadd1 1011 q1 introductieHans Kemp
 
Gobelins hro workshop kick-off
Gobelins hro workshop kick-offGobelins hro workshop kick-off
Gobelins hro workshop kick-offHans Kemp
 
1011Q1 Design For Mobile Les 2 - wireless, context en postures
1011Q1 Design For Mobile Les 2 - wireless, context en postures1011Q1 Design For Mobile Les 2 - wireless, context en postures
1011Q1 Design For Mobile Les 2 - wireless, context en posturesHans Kemp
 
Uxd blog workshop
Uxd blog workshopUxd blog workshop
Uxd blog workshopHans Kemp
 
Interactieve datavisualisaties
Interactieve datavisualisatiesInteractieve datavisualisaties
Interactieve datavisualisatiesHans Kemp
 
User experience design web en mobile - introduction
User experience design   web en mobile - introductionUser experience design   web en mobile - introduction
User experience design web en mobile - introductionHans Kemp
 
1011 q1 project 5 kick off
1011 q1 project 5 kick off1011 q1 project 5 kick off
1011 q1 project 5 kick offHans Kemp
 
1011q1 design for mobile les 1 the carry principle
1011q1 design for mobile les 1   the carry principle1011q1 design for mobile les 1   the carry principle
1011q1 design for mobile les 1 the carry principleHans Kemp
 
1011 q1 minor kickoff
1011 q1 minor kickoff1011 q1 minor kickoff
1011 q1 minor kickoffHans Kemp
 
Iad2 0910 q1 hoorcollege 4
Iad2 0910 q1 hoorcollege 4Iad2 0910 q1 hoorcollege 4
Iad2 0910 q1 hoorcollege 4Hans Kemp
 
User experiencedesignfronteers
User experiencedesignfronteersUser experiencedesignfronteers
User experiencedesignfronteersHans Kemp
 
Iad2 0910 q4 les 2 dynamische interactie
Iad2 0910 q4 les 2   dynamische interactieIad2 0910 q4 les 2   dynamische interactie
Iad2 0910 q4 les 2 dynamische interactieHans Kemp
 
Iad2 0910 q4 les 3 documenteren van rijke interactie
Iad2 0910 q4 les 3   documenteren van rijke interactieIad2 0910 q4 les 3   documenteren van rijke interactie
Iad2 0910 q4 les 3 documenteren van rijke interactieHans Kemp
 
Uxd 0910 q4 hoorcollege expressie en emotie
Uxd 0910 q4 hoorcollege expressie en emotieUxd 0910 q4 hoorcollege expressie en emotie
Uxd 0910 q4 hoorcollege expressie en emotieHans Kemp
 

Mais de Hans Kemp (20)

Mijn cmd beleving
Mijn cmd belevingMijn cmd beleving
Mijn cmd beleving
 
Ict lab
Ict labIct lab
Ict lab
 
1011q1 design for mobile les 3 patterns for mobile
1011q1 design for mobile les 3   patterns for mobile1011q1 design for mobile les 3   patterns for mobile
1011q1 design for mobile les 3 patterns for mobile
 
1011q1 design for mobile les 3 patterns for mobile
1011q1 design for mobile les 3   patterns for mobile1011q1 design for mobile les 3   patterns for mobile
1011q1 design for mobile les 3 patterns for mobile
 
1011 q1 iadd1 de gebruiker heeft altijd gelijk
1011 q1 iadd1   de gebruiker heeft altijd gelijk1011 q1 iadd1   de gebruiker heeft altijd gelijk
1011 q1 iadd1 de gebruiker heeft altijd gelijk
 
Iadd1 1011 q1 introductie
Iadd1 1011 q1 introductieIadd1 1011 q1 introductie
Iadd1 1011 q1 introductie
 
Gobelins hro workshop kick-off
Gobelins hro workshop kick-offGobelins hro workshop kick-off
Gobelins hro workshop kick-off
 
1011Q1 Design For Mobile Les 2 - wireless, context en postures
1011Q1 Design For Mobile Les 2 - wireless, context en postures1011Q1 Design For Mobile Les 2 - wireless, context en postures
1011Q1 Design For Mobile Les 2 - wireless, context en postures
 
Uxd blog workshop
Uxd blog workshopUxd blog workshop
Uxd blog workshop
 
Interactieve datavisualisaties
Interactieve datavisualisatiesInteractieve datavisualisaties
Interactieve datavisualisaties
 
User experience design web en mobile - introduction
User experience design   web en mobile - introductionUser experience design   web en mobile - introduction
User experience design web en mobile - introduction
 
1011 q1 project 5 kick off
1011 q1 project 5 kick off1011 q1 project 5 kick off
1011 q1 project 5 kick off
 
1011q1 design for mobile les 1 the carry principle
1011q1 design for mobile les 1   the carry principle1011q1 design for mobile les 1   the carry principle
1011q1 design for mobile les 1 the carry principle
 
Bio
BioBio
Bio
 
1011 q1 minor kickoff
1011 q1 minor kickoff1011 q1 minor kickoff
1011 q1 minor kickoff
 
Iad2 0910 q1 hoorcollege 4
Iad2 0910 q1 hoorcollege 4Iad2 0910 q1 hoorcollege 4
Iad2 0910 q1 hoorcollege 4
 
User experiencedesignfronteers
User experiencedesignfronteersUser experiencedesignfronteers
User experiencedesignfronteers
 
Iad2 0910 q4 les 2 dynamische interactie
Iad2 0910 q4 les 2   dynamische interactieIad2 0910 q4 les 2   dynamische interactie
Iad2 0910 q4 les 2 dynamische interactie
 
Iad2 0910 q4 les 3 documenteren van rijke interactie
Iad2 0910 q4 les 3   documenteren van rijke interactieIad2 0910 q4 les 3   documenteren van rijke interactie
Iad2 0910 q4 les 3 documenteren van rijke interactie
 
Uxd 0910 q4 hoorcollege expressie en emotie
Uxd 0910 q4 hoorcollege expressie en emotieUxd 0910 q4 hoorcollege expressie en emotie
Uxd 0910 q4 hoorcollege expressie en emotie
 

Multimodal, Crossmedia, Multi Platform

  • 1. UXD minor theme ‘Multimodal, Crossmedia and Multi-Platform INPUT MODALITIES
  • 2. Theme program March 23: ‘Input modalities’ (Hans), workshop and assignment kick-off March 30: ‘Output modalities’ (Rolf) and assignment progress April 6: Workshop with Pieter Jongerius (Fabrique) April 13: No class, Easter April 20: Final presentations assignment
  • 3. Theme in the scheme of things Media, modalities and platforms provide us the nuts and bolts of the user experience. The quality of the user experience is determined by our ability to utilize the media, modalities and platforms at our disposal.
  • 4. Crossmedia ‘Crossmedia (also known as Cross-Media, Cross- Media Entertainment, Cross-Media Communication) is a media property owned, service, story or experience distributed across media platforms using a variety of media forms.’ http://en.wikipedia.org/wiki/Crossmedia
  • 5. Multi-platform ‘In computing, cross-platform (also known as multi-platform) is a term used to refer to computer software or computing methods and concepts that are implemented and inter- operate on multiple computer platforms.’ http://en.wikipedia.org/wiki/Multiplatform
  • 6. Multimodal ‘Multimodal interaction provides the user with multiple modes of interfacing with a system beyond the traditional keyboard and mouse input/output.’ http://en.wikipedia.org/wiki/Multimodal_interaction
  • 7. Modality ‘A modality is a path of communication between the human and the computer.’ http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 8. Input modalities and output modalities ‘In human-computer interaction, a modality is the general class of:  a sense through which the human can receive the output of the computer (for example, vision modality)  a sensor or device through which the computer can receive the input from the human’ http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 9. Output modalities (computer-to-human) ‘Any human sense can be translated to a modality:  Major modalities  Seeing or vision modality  Hearing or audition modality  Haptic modalities  Touch, tactile or tactition modality — the sense of pressure  Proprioception modality — the perception of body awareness  Other modalities  Taste or gustation modality  Smell or olfaction modality  Thermoception modality — the sense of heat and the cold  Nociception modality — the perception of pain  Equilibrioception modality — the perception of balance’ http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 10. Input modalities (human-to-computer) An input device is any peripheral (piece of computer hardware equipment) used to provide data and control signals to an information processing system (such as a computer). http://en.wikipedia.org/wiki/Input_devices
  • 11. Pointing devices Ivan Sutherland (MIT) demoing Sketchpad (1962) (introduced by Alan Kay in 1987)
  • 12. Pointing devices ‘Pointing devices are input devices used to specify a position in space.  Direct/indirect  Absolute/relative’ http://en.wikipedia.org/wiki/Input_devices
  • 13. Fitts’ law ‘The time it takes to move from a starting position to a final target is determined by the distance to the target and the size of the object.’ (Saffer, 2007)
  • 14. Pointing devices And you can point at more than merely pixels on a screen…
  • 18. Alphanumeric input: speech recognition Speaker dependent/independent Discrete-word/connected-word input Limited/large vocabulary
  • 19. Alphanumeric input: handwriting recognition ‘Recognition’ patents as early as 1914 ‘Electronic ink’ and recognition in Vista http://www.freepatentsonline .com/1117184.pdf
  • 20. Pen Computing ‘The return of the pen’ Switching modes: ‘pointing’ vs. ‘ink’
  • 21. Tap is the New Click quot;One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real.“ William Gibson - from: Saffer (2009)
  • 22. Ubiquitous computing ‘Ubiquitous computing (ubicomp) is a post- desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities.’ http://en.wikipedia.org/wiki/Ubiquitous_computing
  • 23. Wearable computing ‘Wearable computers are computers that are worn on the body.’ http://en.wikipedia.org/wiki/Wearable_computer
  • 25. Sketching Mobile Experiences Workshop in ‘Design This!’
  • 27. Ergonomics of Interactive Gestures quot;Hands are underrated. Eyes are in charge, mind gets all the study, and heads do all the talking. Hands type letters, push mice around, and grip steering wheels, so they are not idle, just underemployed.quot; —Malcolm McCullough, Abstracting Craft (from: Saffer, 2009)
  • 28. Ergonomics of Interactive Gestures  Limitations due to anatomy, physiology and mechanics of the human body (kinesiology)  Left-handedness (7-10%)  Fingernails  Screen Coverage
  • 29. Designing Touch Targets No smaller than 1x1cm in an ideal world In a not so ideal world: Iceberg Tips Adaptive Targets
  • 30. Designing Touch Targets But even spaciously sized targets can be tricky…
  • 31. Patterns for Touchscreens and Interactive Surfaces Tap to open/activate
  • 32. Patterns for Touchscreens and Interactive Surfaces Tap to select
  • 33. Patterns for Touchscreens and Interactive Surfaces Drag to move object
  • 34. Patterns for Touchscreens and Interactive Surfaces Slide to scroll
  • 35. Patterns for Touchscreens and Interactive Surfaces Spin to scroll
  • 36. Patterns for Touchscreens and Interactive Surfaces Pinch to shrink and spread to enlarge
  • 37. Patterns for Free-Form Interactive Gestures Proximity activates/deactivates
  • 38. Patterns for Free-Form Interactive Gestures Point to select/activate
  • 39. Patterns for Free-Form Interactive Gestures Rotate to change state
  • 40. Patterns for Free-Form Interactive Gestures Shake to change
  • 41. Patterns for Free-Form Interactive Gestures Tilt to move
  • 43. Reader Wearable computers: Steve Mann. Eyetap.org. http://about.eyetap.org/ Ubiquitous computing: Mark Weiser (1991). The Computer for the 21st Century. http://www.ubiq.com/hypertext/weiser/SciAmDraft3.h tml Adam Greenfield (2006). Everyware: The Dawning Age of Ubiquitous Computing. New Riders, Berkeley, CA. Donald Norman (1998). The Invisible Computer: Why Good Products Can Fail, The Personal Computer Is so Complex, and Information Appliances Are the Solution. The MIT Press, Cambridge, MA
  • 44. Reader Input devices Doug Engelbart (1968). The mother of all demos. Google video stream Wikipedia. http://en.wikipedia.org/wiki/The_Mother_of_All_ Demos
  • 45. Reader Fitts’ Law Dan Saffer (2007). Designing for Interaction: Creating Smart Applications and Clever Devices. New Riders, Berkeley, CA. (page 53) Speech recognition Microsoft. Microsoft Speech Technologies. http://www.microsoft.com/speech/speech2007/d efault.mspx
  • 46. Reader Handwriting recognition Wacom. Unleash Windows Vista With A Pen. http://www.wacom.com/vista/index.php Gestural Interfaces Dan Saffer (2009). Designing Gestural Interfaces. O’Reilly Media, Sebastopol, CA Ergonomics Henry Dreyfuss (1955). Designing for People. Allworth Press, New York, NY.
  • 48. Today’s workshop assignment  Work together in teams of 2-3 students on one input device  Each team will be investigating the following:  What’s the typical application of this device?  What are typical patterns applied with this device?  How can this device connect to a computer?  What driver or other software is available for this device?  How can I adjust the parameters of this device?  How can I create application prototypes with this device?  Build a simple demonstrator for the device, using your laptop computer  Analyze the user experience with your demonstrator  Present your demonstrator at the end of the afternoon  Document your findings in a pdf document  Link the document to a post on your blog
  • 49. Today’s workshop assignment Available devices  Touch screen (2)  Wii mote (4)  Xbox USB controller (2)  Wacom (3)  Web cam (5)  SpaceNavigator (1)  Presenter (3)  Smartboard (1)  iPhone (?)