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Various User Interfaces
History 1952 – First Light pen (Whirlwind, MIT) 1963 – Ivan Sutherland: Sketchpad Sketchpad Demo 1963 - Douglas Engelbart receives a patent on the mouse pointing device for computers 1968 – Engelbart demonstrates his system of keyboard, keypad, mouse, and windows Engelbart Mouse Demo 1974 – Overlapping windows: Smalltalk 1975 – David Canfield Smith: Icons
GUI 1984 – Apple Macintosh: First totally Graphical User Interface
The Metaphor Assigning values to icons “Users may also struggle to see past the metaphor itself in order to use the system in the way it was intended.” Suzanne Prior, University of Dundee
GUI Don't Click – “clickless” user interface Tone Matrix – digital representation of a tangible object
Natural User Interfaces CLI > GUI > NUI Natural movements, motions and gestures Manipulate or control on-screen content Direct feedback Intuitive Multiple object manipulation Multiple user interaction No tool switching
Natural User Interfaces How do we actually perform tasks? Bill Buxton MemTable – NUI in practice Kinect Kinect FAIL Another Kinect FAIL
Tangible User Interface A user interface in which a person interacts with digital information through the physical environment
Tangible User Interfaces
Tangible User Interfaces Nintendo Wii and the Theory of Optimal Experience or Theory of Flow “Enjoyment occurs only as a result of an unusual amount of attention” “Immersive flow experiences emerge when an ideal balance between level of ability and challenge is achieved” – Wyeth, P., Queensland University of Technology
Tangible User Interfaces Theory of Flow developed by Mihaly Csikszentmihalyi, Hungarian Psychology Professor
Tangible User Interfaces Theory of Flow (Csikszentmihalyi)
Tangible User Interfaces Theory of Flow (Csikszentmihalyi)
Tangible User Interfaces Nintendo Wii and the Theory of Optimal Experience or Theory of Flow
Tangible User Interfaces Table Top Interfaces Directly encourage concepts such as social interaction and collaboration or ludic interaction Ludic derives from Latin ludus, “play” and means literally ‘playful’, and refers to any philosophy where play is the prime purpose of life and connotes anything that is “fun”. Play can be used to describe a wide variety of experiences but in essence can be defined best as “free movement within a more rigid structure”. Circular Tables eliminate head positions, leading voices, privileged points of view or control ReacTable
Tangible User Interfaces Reactable Circular table top interface for live group musical performance Utilizes reacTIVision ReacTable
Audio User Interface Audio Icons used to navigate the system Chong Xin’s interface using the PowerMate
Augmented User Interface Nearest Tube One of the first augmented reality apps to go live on the iPhone
Sound Beam Natural: Ultrasonic beam(s) Tangible: Foot controller(s) MIDI hardware and software Used in the area of special needs education and group performance Soundbeam Demo
D-touch Drum Machine Tangible User Interface Simple set up: web-cam recognizes defined images Interface is scalable D-touch
Sixth Sense Seamless access to meta information A wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information Developed at MIT by PranavMistry Sixth Sense Demo

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Various User Interfaces

  • 2. History 1952 – First Light pen (Whirlwind, MIT) 1963 – Ivan Sutherland: Sketchpad Sketchpad Demo 1963 - Douglas Engelbart receives a patent on the mouse pointing device for computers 1968 – Engelbart demonstrates his system of keyboard, keypad, mouse, and windows Engelbart Mouse Demo 1974 – Overlapping windows: Smalltalk 1975 – David Canfield Smith: Icons
  • 3. GUI 1984 – Apple Macintosh: First totally Graphical User Interface
  • 4. The Metaphor Assigning values to icons “Users may also struggle to see past the metaphor itself in order to use the system in the way it was intended.” Suzanne Prior, University of Dundee
  • 5. GUI Don't Click – “clickless” user interface Tone Matrix – digital representation of a tangible object
  • 6. Natural User Interfaces CLI > GUI > NUI Natural movements, motions and gestures Manipulate or control on-screen content Direct feedback Intuitive Multiple object manipulation Multiple user interaction No tool switching
  • 7. Natural User Interfaces How do we actually perform tasks? Bill Buxton MemTable – NUI in practice Kinect Kinect FAIL Another Kinect FAIL
  • 8. Tangible User Interface A user interface in which a person interacts with digital information through the physical environment
  • 10. Tangible User Interfaces Nintendo Wii and the Theory of Optimal Experience or Theory of Flow “Enjoyment occurs only as a result of an unusual amount of attention” “Immersive flow experiences emerge when an ideal balance between level of ability and challenge is achieved” – Wyeth, P., Queensland University of Technology
  • 11. Tangible User Interfaces Theory of Flow developed by Mihaly Csikszentmihalyi, Hungarian Psychology Professor
  • 12. Tangible User Interfaces Theory of Flow (Csikszentmihalyi)
  • 13. Tangible User Interfaces Theory of Flow (Csikszentmihalyi)
  • 14. Tangible User Interfaces Nintendo Wii and the Theory of Optimal Experience or Theory of Flow
  • 15. Tangible User Interfaces Table Top Interfaces Directly encourage concepts such as social interaction and collaboration or ludic interaction Ludic derives from Latin ludus, “play” and means literally ‘playful’, and refers to any philosophy where play is the prime purpose of life and connotes anything that is “fun”. Play can be used to describe a wide variety of experiences but in essence can be defined best as “free movement within a more rigid structure”. Circular Tables eliminate head positions, leading voices, privileged points of view or control ReacTable
  • 16. Tangible User Interfaces Reactable Circular table top interface for live group musical performance Utilizes reacTIVision ReacTable
  • 17. Audio User Interface Audio Icons used to navigate the system Chong Xin’s interface using the PowerMate
  • 18. Augmented User Interface Nearest Tube One of the first augmented reality apps to go live on the iPhone
  • 19. Sound Beam Natural: Ultrasonic beam(s) Tangible: Foot controller(s) MIDI hardware and software Used in the area of special needs education and group performance Soundbeam Demo
  • 20. D-touch Drum Machine Tangible User Interface Simple set up: web-cam recognizes defined images Interface is scalable D-touch
  • 21. Sixth Sense Seamless access to meta information A wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information Developed at MIT by PranavMistry Sixth Sense Demo