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Multimodal, crossmedia, multi platform






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    Multimodal, crossmedia, multi platform Multimodal, crossmedia, multi platform Presentation Transcript

    • Input modaliteiten
      UXD minor thema
      ‘Multimodal, Crossmedia and Multi-Platform
    • Kwartaalprogramma
      22 november
      BuzzCapture + thema intro
      29 november
      Workshop rondopdrachten
      6 december
      Philips Design: service design
      13 december
      3 januari
      Fabrique: ‘Mental Notes’ workshop
    • Kwartaalprogramma
      10 januari
      Usevine: iPad en het tweede scherm
      17 januari
      24 januari
      31 januari
      Eindpresentaties en afsluiting
    • Nieuwe woorden leren
      Enkele belangrijke uxd begrippen
    • 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.
    • 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.’
    • 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.’
    • Multimodal
      ‘Multimodal interaction provides the user with multiple modes of interfacing with a system beyond the traditional keyboard and mouse input/output.’
    • Modality
      ‘A modality is a path of communication between the human and the computer.’
    • 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’
    • 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’
    • 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).
      Input modalities (human-to-comp.)
    • Pointing devices
      Ivan Sutherland (MIT) demoing Sketchpad (1962)
      (introduced by Alan Kay in 1987)
    • Pointing devices
      ‘Pointing devices are input devices used to specify a position in space.
    • 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)
    • Pointing devices
      And you can point at more than merely pixels on a screen…
    • Alphanumeric input: keyboards
    • Alphanumeric input: keyboards
    • Alphanumeric input: keyboards
    • Alphanumeric input: speech recognition
      Speaker dependent/independent
      Discrete-word/connected-word input
      Limited/large vocabulary
    • Alphanumeric input: handwriting recognition
      ‘Recognition’ patents as early as 1914
      ‘Electronic ink’ and recognition in Vista
    • Pen Computing
      ‘The return of the pen’
      Switching modes: ‘pointing’ vs. ‘ink’
    • 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)
    • 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.’
    • Wearable computing
      ‘Wearable computers are computers that are worn on the body.’
    • Tangible/Natural user interfaces
      HiroshiIshii (MIT)
    • Gestural Interfaces
      Touchscreen vs. Free-form
    • 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)
    • Patterns for Touchscreens and Interactive Surfaces
      Tap to select
    • Patterns for Touchscreens and Interactive Surfaces
      Drag to move object
    • Patterns for Touchscreens and Interactive Surfaces
      Pinch to shrink and spread to enlarge
    • Patterns for Free-Form Interactive Gestures
      Point to select/activate
    • Patterns for Free-Form Interactive Gestures
      Shake to change
    • Interesting demos
    • 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
    • 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
    • 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
    • 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
      Henry Dreyfuss (1955). Designing for People.Allworth Press, New York, NY.