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Flupa2010 grenoble

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    Flupa2010 grenoble Flupa2010 grenoble Presentation Transcript

    • From buttons to gestural interfaces: a user-oriented approach nicolas nova | November 17, 2010 FLUPA | Grenoble
    • Controller genealogy (nicolas nova/laurent bolli)
    • Controller genealogy (nicolas nova/laurent bolli)
    • Controller genealogy (nicolas nova/laurent bolli)
    • Controller genealogy GAME PADS SHAPE EVOLUTION brick (nicolas nova/laurent bolli) mask 1991 1990 the original brick shape 2006 is deformated 1990 1995 1987 1994 1986 1994 1993 the “boomerang” shape leads to prongs affirmation 1985 1993 new geometric shapes 1998 1996 are added to the original brick to form bone-like pad 1983 1988 1983 2 prongs dog-bone 1982 1993 1990 1990 1995 1995 1997 1998 2001 2001 2000 2005 2005/6 1990 1993 the pads become full 3D shaped ergonomics objects 1994 1996 2006 the pads face becomes bigger and the prongs are 1998 integrated in the shape 2010 2001 1 prong 3 prongs round (remote) the brick is rotated 90° 2003 and becomes a one prongs pad, or remote controller
    • Controller genealogy PADS SHAPE EVOLUTION 1994 1996 (nicolas nova/laurent bolli) 1998 1987 1988 1990 1991 1993 1994 1995 2001 2005 1986 1990 2001 ? 1983 1983 2003 1986 1991 1995 1997 1998 2000 2005/6 2010 1983 1985 1990 1993 1995 1996 1998 2001 2006 2006 ? ?
    • Gestural interface (1987)
    • Gestural interface (pre-Wii)
    • Gestural interface : Nintendo Wii
    • Gestural interface : Sony Move (2010, post-Wii)
    • Gestural interface : Kinect (2010, post-Wii)
    • + - • natural interaction: gestures = • fatigue: physical efforts, natural forms of interaction and interaction must hence be fast low learning curve • non self-revealing sometimes • direct interaction: from a • “immersion syndrome”: if every cognitive POV, the hand/body gestures are captured, even non- becomes the input device (less intended movements are intermediate tranduscers) interpreted • terse and powerful interaction: • segmentation of physical movement capture can be very actions: gestures are precise = higher power of continuous, discretizing them is expression sometimes approximate+ artificial • which interactions to be replaced by gestures? New constraints
    • Ethnographic approach (observation, interview)
    • Game space exploration CEA/LITUS-Movea study)
    • Game space exploration Lift Lab study
    • Perception of realism (CEA/LITUS-Movea study)
    • Perception of realism (CEA/LITUS-Movea study)
    • Understanding people’s behavior (CEA/LITUS-Movea study)
    • Understanding people’s behavior (CEA/LITUS-Movea study)
    • Understanding people’s behavior (CEA/LITUS-Movea study)
    • Interaction Uncanny Valley (CEA/LITUS-Movea study)
    • Mental model of the Wii exploration (Lift lab study)
    • Prototype (Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
    • Prototype (Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
    • Game design recommendations (Project Phoenix/Céline le Marc)
    • Seamful design (Project Phoenix/Céline Le Marc)
    • Seamful design (Project Phoenix/Céline Le Marc)
    • merci nicolas@liftlab.com @nicolasnova