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Designing
Virtual Realism
      Auckland, April 2009

                Dan Rubin
               Sidebar Creative
Designing Virtual Realism Auckland, April 2009




   Hi!
    Dan Rubin



                                        Me, according to nGen works @ http://happywebbies.com/



©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




      Web
      Standards
      Creativity
       by Dan Rubin
          (and 9
          other guys)




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




      Pro CSS
      Techniques
       by Jeff Croft
          Ian Lloyd
          Dan Rubin




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




    Look & Feel

 ©2009 Dan Rubin » http://sidebarcreative.com



knowing how to interact with something based on its
appearance.
Designing Virtual Realism Auckland, April 2009




    Look & Feel

 ©2009 Dan Rubin » http://sidebarcreative.com



knowing how to interact with something based on its
appearance.
Designing Virtual Realism Auckland, April 2009




      We do this
      every day.

   ©2009 Dan Rubin » http://sidebarcreative.com


based on our collective life experience from our own interactions and from observing the
actions of others.
Designing Virtual Realism Auckland, April 2009




                                                 Photo: Peter Zelnik (http://www.sxc.hu/photo/1170873)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                               Photo: Kriss Szkurlatowski (http://www.sxc.hu/photo/1165285)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                                 Photo: David Thomson (http://www.sxc.hu/photo/1172713)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                                 Photo: Dedy Ong (http://www.sxc.hu/photo/1161259)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                                 Photo: Roberto Ribeiro (http://www.sxc.hu/photo/1173672)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Context is
   important.

©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                                   Photo: David Ritter (http://www.sxc.hu/photo/941686)
  ©2009 Dan Rubin » http://sidebarcreative.com



you may not be able to recognize this at first without
more contextual information
Designing Virtual Realism Auckland, April 2009




                                                 Photo: Craig Jewell (http://www.sxc.hu/photo/945272)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




      Tactile
      Interaction

   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




   ©2009 Dan Rubin » http://sidebarcreative.com


the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on
screen is an extension of our physical body, it is a virtual appendage, and clicking is the
closest thing to physical interaction; we love touchscreens because the basic level of
interaction is normal: we point at something we want to interact with, and touch it. But
we're still interacting with a flat surface/texture.
Designing Virtual Realism Auckland, April 2009




    Mimic
    physical
    interfaces.
 ©2009 Dan Rubin » http://sidebarcreative.com



we already know how to use and interact with these
things
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                                 Photo: Pascal Montsma (http://www.sxc.hu/photo/230015)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




                                                 Photo: Ivaylo Georgiev (http://www.sxc.hu/photo/426359)
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Creating
   an Illusion

©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




  ©2009 Dan Rubin » http://sidebarcreative.com



Julian Beever: http://users.skynet.be/J.Beever/
Designing Virtual Realism Auckland, April 2009




  ©2009 Dan Rubin » http://sidebarcreative.com



Julian Beever: http://users.skynet.be/J.Beever/
Designing Virtual Realism Auckland, April 2009




   Some interfaces
   already do this.


©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Invite people
   to touch your
   interface.
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Adding noise
   creates a
   basic texture.
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Aesthetic-
   Usability
   Effect
©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




     “Attractive
     things work
     better.”
                                                 — Donald Norman

  ©2009 Dan Rubin » http://sidebarcreative.com



it’s not a big leap to extend this to “virtual interfaces
that look like real world interfaces are easier to
interact with.”
Designing Virtual Realism Auckland, April 2009




   Traditional
   Media

©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Photographic

©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Physical
   Items

©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   Onward to
   Photoshop!
   (whereby a live demo ensued)



©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




     Questions?

©2009 Dan Rubin » http://sidebarcreative.com
Designing Virtual Realism Auckland, April 2009




   fin.

©2009 Dan Rubin » http://sidebarcreative.com

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Designing Virtual Realism (Web09)

  • 1. Designing Virtual Realism Auckland, April 2009 Dan Rubin Sidebar Creative
  • 2. Designing Virtual Realism Auckland, April 2009 Hi! Dan Rubin Me, according to nGen works @ http://happywebbies.com/ ©2009 Dan Rubin » http://sidebarcreative.com
  • 3. Designing Virtual Realism Auckland, April 2009 Web Standards Creativity by Dan Rubin (and 9 other guys) ©2009 Dan Rubin » http://sidebarcreative.com
  • 4. Designing Virtual Realism Auckland, April 2009 Pro CSS Techniques by Jeff Croft Ian Lloyd Dan Rubin ©2009 Dan Rubin » http://sidebarcreative.com
  • 5. Designing Virtual Realism Auckland, April 2009 Look & Feel ©2009 Dan Rubin » http://sidebarcreative.com knowing how to interact with something based on its appearance.
  • 6. Designing Virtual Realism Auckland, April 2009 Look & Feel ©2009 Dan Rubin » http://sidebarcreative.com knowing how to interact with something based on its appearance.
  • 7. Designing Virtual Realism Auckland, April 2009 We do this every day. ©2009 Dan Rubin » http://sidebarcreative.com based on our collective life experience from our own interactions and from observing the actions of others.
  • 8. Designing Virtual Realism Auckland, April 2009 Photo: Peter Zelnik (http://www.sxc.hu/photo/1170873) ©2009 Dan Rubin » http://sidebarcreative.com
  • 9. Designing Virtual Realism Auckland, April 2009 Photo: Kriss Szkurlatowski (http://www.sxc.hu/photo/1165285) ©2009 Dan Rubin » http://sidebarcreative.com
  • 10. Designing Virtual Realism Auckland, April 2009 Photo: David Thomson (http://www.sxc.hu/photo/1172713) ©2009 Dan Rubin » http://sidebarcreative.com
  • 11. Designing Virtual Realism Auckland, April 2009 Photo: Dedy Ong (http://www.sxc.hu/photo/1161259) ©2009 Dan Rubin » http://sidebarcreative.com
  • 12. Designing Virtual Realism Auckland, April 2009 Photo: Roberto Ribeiro (http://www.sxc.hu/photo/1173672) ©2009 Dan Rubin » http://sidebarcreative.com
  • 13. Designing Virtual Realism Auckland, April 2009 Context is important. ©2009 Dan Rubin » http://sidebarcreative.com
  • 14. Designing Virtual Realism Auckland, April 2009 Photo: David Ritter (http://www.sxc.hu/photo/941686) ©2009 Dan Rubin » http://sidebarcreative.com you may not be able to recognize this at first without more contextual information
  • 15. Designing Virtual Realism Auckland, April 2009 Photo: Craig Jewell (http://www.sxc.hu/photo/945272) ©2009 Dan Rubin » http://sidebarcreative.com
  • 16. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 17. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 18. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 19. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 20. Designing Virtual Realism Auckland, April 2009 Tactile Interaction ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 21. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 22. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 23. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 24. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 25. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 26. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com the tactile interaction of the screen — mouse, trackball, keyboard, tablet: the pointer on screen is an extension of our physical body, it is a virtual appendage, and clicking is the closest thing to physical interaction; we love touchscreens because the basic level of interaction is normal: we point at something we want to interact with, and touch it. But we're still interacting with a flat surface/texture.
  • 27. Designing Virtual Realism Auckland, April 2009 Mimic physical interfaces. ©2009 Dan Rubin » http://sidebarcreative.com we already know how to use and interact with these things
  • 28. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 29. Designing Virtual Realism Auckland, April 2009 Photo: Pascal Montsma (http://www.sxc.hu/photo/230015) ©2009 Dan Rubin » http://sidebarcreative.com
  • 30. Designing Virtual Realism Auckland, April 2009 Photo: Ivaylo Georgiev (http://www.sxc.hu/photo/426359) ©2009 Dan Rubin » http://sidebarcreative.com
  • 31. Designing Virtual Realism Auckland, April 2009 Creating an Illusion ©2009 Dan Rubin » http://sidebarcreative.com
  • 32. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 33. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com Julian Beever: http://users.skynet.be/J.Beever/
  • 34. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com Julian Beever: http://users.skynet.be/J.Beever/
  • 35. Designing Virtual Realism Auckland, April 2009 Some interfaces already do this. ©2009 Dan Rubin » http://sidebarcreative.com
  • 36. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 37. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 38. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 39. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 40. Designing Virtual Realism Auckland, April 2009 Invite people to touch your interface. ©2009 Dan Rubin » http://sidebarcreative.com
  • 41. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 42. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 43. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 44. Designing Virtual Realism Auckland, April 2009 Adding noise creates a basic texture. ©2009 Dan Rubin » http://sidebarcreative.com
  • 45. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 46. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 47. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 48. Designing Virtual Realism Auckland, April 2009 Aesthetic- Usability Effect ©2009 Dan Rubin » http://sidebarcreative.com
  • 49. Designing Virtual Realism Auckland, April 2009 “Attractive things work better.” — Donald Norman ©2009 Dan Rubin » http://sidebarcreative.com it’s not a big leap to extend this to “virtual interfaces that look like real world interfaces are easier to interact with.”
  • 50. Designing Virtual Realism Auckland, April 2009 Traditional Media ©2009 Dan Rubin » http://sidebarcreative.com
  • 51. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 52. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 53. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 54. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 55. Designing Virtual Realism Auckland, April 2009 Photographic ©2009 Dan Rubin » http://sidebarcreative.com
  • 56. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 57. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 58. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 59. Designing Virtual Realism Auckland, April 2009 Physical Items ©2009 Dan Rubin » http://sidebarcreative.com
  • 60. Designing Virtual Realism Auckland, April 2009 ©2009 Dan Rubin » http://sidebarcreative.com
  • 61. Designing Virtual Realism Auckland, April 2009 Onward to Photoshop! (whereby a live demo ensued) ©2009 Dan Rubin » http://sidebarcreative.com
  • 62. Designing Virtual Realism Auckland, April 2009 Questions? ©2009 Dan Rubin » http://sidebarcreative.com
  • 63. Designing Virtual Realism Auckland, April 2009 fin. ©2009 Dan Rubin » http://sidebarcreative.com