At this year’s Siggraph, the international exhibition for computer graphics and interactive techniques, a team of R&D boffins from the University of Tokyo demoed a piece of technology called Airborne Ultrasound Tactile Display.
The technology uses ultrasound to enable a hologram to move around as and when a person touches it, creating what’s called a touchable holography.
What’s more striking is that you can feel the touch sensation from the acoustic radiation pressure coming out of the ultrasound, bringing interaction between human and technology even closer.
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Showing posts with label interactivity. Show all posts
Showing posts with label interactivity. Show all posts
Friday, 7 August 2009
Monday, 29 June 2009
Man and Machine, in perfect harmony
Keen drivers may have experienced the feeling of their car becoming an extension of their body. It’s as if the mind’s eye expands its viewpoint to incorporate the car, and it becomes like extra limbs of the body. I imagine the same can occur for a musician and their musical instrument, or a surgeon and their medical implements, or perhaps even a rider and their horse. Psychologists probably have a name for this phenomenon...?Of the two cars that I’ve driven recently, one exhibited this phenomenon more readily than the other. (I’m attributing it to the car, but of course it’s a trick of the mind, not of the car.) The reasons for the difference are quite subtle, but I believe it comes down to things such as this – in the car I prefer, it’s easier to control the engine speed during a gear-change, and therefore achieve a smoother, more controlled gear-change, because the accelerator pedal operates over a more useful range of movement. In the other car, the engine goes from idling speed to the red line with comparatively little movement of the accelerator, which makes it harder to match engine speed to road speed.
The key is this: for the body-extension phenomenon to occur, you have to feel fully in control which means it must have the right set of controls, and be responsive and provide feedback. If any of these are missing, then the mind trick fails, and you and the object remain separate entities.
I reckon the same principles apply to consumer electronics interfaces. If the UI provides controls that fit the tasks you need to perform, it reacts in a timely fashion when you instruct it, and you can always tell what state it is in, then there’s a good chance that your mind’s eye will expand to include the interface and you’ll feel you are interacting directly with the tasks.
Tuesday, 16 June 2009
Five things you need to know about user interface design
A while back I spent some time on the phone explaining to someone how to read and send text messages. Navigation within the Inbox was proving far harder to explain than I’d expected, until I realised that my text-newbie was not familiar with the concept of a scroll bar (she’s never used a PC...). The phone’s display, and the way it reacted to button presses, made more sense once this was understood.
Here are five tips for UI designers, to minimise the amount of knowledge required to use a new interface:
1. You can reduce the number of new things that must be learnt by building on existing knowledge, although the text lesson highlights the fact that different people have different levels of experience, and so you can’t rely entirely on prior knowledge.
2. Choose a small set of flexible interaction patterns that can be applied again and again - don’t make the user learn several different ways to perform similar operations - let them learn something to achieve one task, then be delighted to find they can use it for similar tasks
3. Make it intuitive - if a highlight is to move left and right along a set of selections, don’t use the up and down arrow keys to do it
4. Structure the interface to match the tasks the user will perform, not the structure of whatever it controls
5. Build on conventions - car makers do this, out of necessity in some cases (steering wheel and pedal arrangements), but also in other areas (the indicator stick, for example, is common to most cars). For TV UIs, most people are familiar with the idea of something being highlighted, and four arrow keys moving the highlight from one item to the next, and those that aren’t will quickly catch-on because it’s intuitive.
Here are five tips for UI designers, to minimise the amount of knowledge required to use a new interface:
1. You can reduce the number of new things that must be learnt by building on existing knowledge, although the text lesson highlights the fact that different people have different levels of experience, and so you can’t rely entirely on prior knowledge.
2. Choose a small set of flexible interaction patterns that can be applied again and again - don’t make the user learn several different ways to perform similar operations - let them learn something to achieve one task, then be delighted to find they can use it for similar tasks
3. Make it intuitive - if a highlight is to move left and right along a set of selections, don’t use the up and down arrow keys to do it
4. Structure the interface to match the tasks the user will perform, not the structure of whatever it controls
5. Build on conventions - car makers do this, out of necessity in some cases (steering wheel and pedal arrangements), but also in other areas (the indicator stick, for example, is common to most cars). For TV UIs, most people are familiar with the idea of something being highlighted, and four arrow keys moving the highlight from one item to the next, and those that aren’t will quickly catch-on because it’s intuitive.
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