Various User Interfaces


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Presentation of various types of user interfaces.

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Various User Interfaces

  1. 1. Various User Interfaces<br />
  2. 2. History<br />1952 – First Light pen (Whirlwind, MIT)<br />1963 – Ivan Sutherland: Sketchpad Sketchpad Demo<br />1963 - Douglas Engelbart receives a patent on the mouse pointing device for computers<br />1968 – Engelbart demonstrates his system of keyboard, keypad, mouse, and windows Engelbart Mouse Demo<br />1974 – Overlapping windows: Smalltalk<br />1975 – David Canfield Smith: Icons<br />
  3. 3. GUI<br />1984 – Apple Macintosh: First totally Graphical User Interface<br />
  4. 4. The Metaphor<br />Assigning values to icons<br />“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<br />
  5. 5. GUI<br />Don't Click – “clickless” user interface<br />Tone Matrix – digital representation of a tangible object<br />
  6. 6. Natural User Interfaces<br />CLI > GUI > NUI<br />Natural movements, motions and gestures<br />Manipulate or control on-screen content<br />Direct feedback<br />Intuitive<br />Multiple object manipulation<br />Multiple user interaction<br />No tool switching<br />
  7. 7. Natural User Interfaces<br />How do we actually perform tasks?<br />Bill Buxton<br />MemTable – NUI in practice<br />Kinect<br />Kinect FAIL<br />Another Kinect FAIL<br />
  8. 8. Tangible User Interface<br />A user interface in which a person interacts with digital information through the physical environment<br />
  9. 9. Tangible User Interfaces<br />
  10. 10. Tangible User Interfaces<br />Nintendo Wii and the Theory of Optimal Experience or Theory of Flow<br />“Enjoyment occurs only as a result of an unusual amount of attention”<br />“Immersive flow experiences emerge when an ideal balance between level of ability and challenge is achieved” – Wyeth, P., Queensland University of Technology<br />
  11. 11. Tangible User Interfaces<br />Theory of Flow developed by Mihaly Csikszentmihalyi, Hungarian Psychology Professor<br />
  12. 12. Tangible User Interfaces<br />Theory of Flow (Csikszentmihalyi)<br />
  13. 13. Tangible User Interfaces<br />Theory of Flow (Csikszentmihalyi)<br />
  14. 14. Tangible User Interfaces<br />Nintendo Wii and the Theory of Optimal Experience or Theory of Flow<br />
  15. 15. Tangible User Interfaces<br />Table Top Interfaces<br />Directly encourage concepts such as social interaction and collaboration or ludic interaction<br />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”.<br />Circular Tables eliminate head positions, leading voices, privileged points of view or control<br />ReacTable<br />
  16. 16. Tangible User Interfaces<br />Reactable<br />Circular table top interface for live group musical performance<br />Utilizes reacTIVision<br />ReacTable<br />
  17. 17. Audio User Interface<br />Audio Icons used to navigate the system<br />Chong Xin’s interface using the PowerMate<br />
  18. 18. Augmented User Interface<br />Nearest Tube<br />One of the first augmented reality apps to go live on the iPhone<br />
  19. 19. Sound Beam<br />Natural: Ultrasonic beam(s)<br />Tangible: Foot controller(s)<br />MIDI hardware and software<br />Used in the area of special needs education and group performance<br />Soundbeam Demo<br />
  20. 20. D-touch Drum Machine<br />Tangible User Interface<br />Simple set up: web-cam recognizes defined images<br />Interface is scalable<br />D-touch<br />
  21. 21. Sixth Sense<br />Seamless access to meta information<br />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<br />Developed at MIT by PranavMistry<br />Sixth Sense Demo<br />