• Like

Loading…

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

Multimodal, crossmedia, multi platform

  • 714 views
Uploaded on

 

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads

Views

Total Views
714
On Slideshare
0
From Embeds
0
Number of Embeds
0

Actions

Shares
Downloads
17
Comments
0
Likes
0

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Input modaliteiten
    UXD minor thema
    ‘Multimodal, Crossmedia and Multi-Platform
  • 2. Kwartaalprogramma
    22 november
    BuzzCapture + thema intro
    29 november
    Workshop rondopdrachten
    6 december
    Philips Design: service design
    13 december
    Tbd.
    3 januari
    Fabrique: ‘Mental Notes’ workshop
  • 3. Kwartaalprogramma
    10 januari
    Usevine: iPad en het tweede scherm
    17 januari
    Tbd
    24 januari
    Tbd
    31 januari
    Eindpresentaties en afsluiting
  • 4. Nieuwe woorden leren
    Enkele belangrijke uxd begrippen
  • 5. 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.
  • 6. 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
  • 7. 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
  • 8. 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
  • 9. Modality
    ‘A modality is a path of communication between the human and the computer.’
    http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 10. Input 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)
  • 11. 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)
  • 12. 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
    Input modalities (human-to-comp.)
  • 13. Pointing devices
    Ivan Sutherland (MIT) demoing Sketchpad (1962)
    (introduced by Alan Kay in 1987)
  • 14. 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
  • 15. 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)
  • 16. Pointing devices
    And you can point at more than merely pixels on a screen…
  • 17. Alphanumeric input: keyboards
  • 18. Alphanumeric input: keyboards
  • 19. Alphanumeric input: keyboards
  • 20. Alphanumeric input: speech recognition
    Speaker dependent/independent
    Discrete-word/connected-word input
    Limited/large vocabulary
  • 21. Alphanumeric input: handwriting recognition
    ‘Recognition’ patents as early as 1914
    ‘Electronic ink’ and recognition in Vista
    http://www.freepatentsonline.com/1117184.pdf
  • 22. Pen Computing
    ‘The return of the pen’
    Switching modes: ‘pointing’ vs. ‘ink’
  • 23. Tap is the New Click
    "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)
  • 24. 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
  • 25. Wearable computing
    ‘Wearable computers are computers that are worn on the body.’
    http://en.wikipedia.org/wiki/Wearable_computer
  • 26. Tangible/Natural user interfaces
    HiroshiIshii (MIT)
  • 27. Gestural Interfaces
    Touchscreen vs. Free-form
  • 28. Ergonomics of Interactive Gestures
    "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."
    —Malcolm McCullough, Abstracting Craft
    (from: Saffer, 2009)
  • 29. Patterns for Touchscreens and Interactive Surfaces
    Tap to select
  • 30. Patterns for Touchscreens and Interactive Surfaces
    Drag to move object
  • 31. Patterns for Touchscreens and Interactive Surfaces
    Pinch to shrink and spread to enlarge
  • 32. Patterns for Free-Form Interactive Gestures
    Point to select/activate
  • 33. Patterns for Free-Form Interactive Gestures
    Shake to change
  • 34. Interesting demos
  • 35. 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.html
    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
    Mike Kuniavsky (2010). Smart Things. Morgan Kaufmann
  • 36. 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
  • 37. 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/default.mspx
  • 38. 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.