Flupa2010 grenoble

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Flupa2010 grenoble

  1. 1. nicolas nova | November 17, 2010 FLUPA | Grenoble From buttons to gestural interfaces: a user-oriented approach
  2. 2. Controller genealogy (nicolas nova/laurent bolli)
  3. 3. Controller genealogy (nicolas nova/laurent bolli)
  4. 4. Controller genealogy (nicolas nova/laurent bolli)
  5. 5. GAME PADS SHAPE EVOLUTION new geometric shapes are added to the original brick to form bone-like pad the original brick shape is deformated 1990 1990 1991 1990 1993 2006 2010 1987 1986 1985 1983 1983 1982 1993 1988 1994 1994 1995 2006 1998 1996 20011995 20011997 19981995 2005/62000 2005 2003 1998 1994 1996 199019901993 1993 2001 the “boomerang” shape leads to prongs affirmation the pads face becomes bigger and the prongs are integrated in the shape the pads become full 3D shaped ergonomics objects the brick is rotated 90° and becomes a one prongs pad, or remote controller brick dog-bone round3 prongs1 prong (remote) mask 2 prongs Controller genealogy (nicolas nova/laurent bolli)
  6. 6. PADS SHAPE EVOLUTION 1987 1990 1991 1991 1990 2006 2010 1986 1986 1985 1983 1983 2006 1998 1994 1996 1995 2001 1997 19981995 2005/62000 2005 199819961990 19931983 2001 1993 1994 19951988 2003 2001 ? ? ? Controller genealogy (nicolas nova/laurent bolli)
  7. 7. Gestural interface (1987)
  8. 8. Gestural interface (pre-Wii)
  9. 9. Gestural interface : Nintendo Wii
  10. 10. Gestural interface : Sony Move (2010, post-Wii)
  11. 11. Gestural interface : Kinect (2010, post-Wii)
  12. 12. + - • natural interaction: gestures = natural forms of interaction and low learning curve • direct interaction: from a cognitive POV, the hand/body becomes the input device (less intermediate tranduscers) • terse and powerful interaction: movement capture can be very precise = higher power of expression • fatigue: physical efforts, interaction must hence be fast • non self-revealing sometimes •“immersion syndrome”: if every gestures are captured, even non- intended movements are interpreted • segmentation of physical actions: gestures are continuous, discretizing them is sometimes approximate+ artificial • which interactions to be replaced by gestures? New constraints
  13. 13. Ethnographic approach (observation, interview)
  14. 14. Game space exploration CEA/LITUS-Movea study)
  15. 15. Game space exploration Lift Lab study
  16. 16. Perception of realism (CEA/LITUS-Movea study)
  17. 17. Perception of realism (CEA/LITUS-Movea study)
  18. 18. Understanding people’s behavior (CEA/LITUS-Movea study)
  19. 19. Understanding people’s behavior (CEA/LITUS-Movea study)
  20. 20. Understanding people’s behavior (CEA/LITUS-Movea study)
  21. 21. Interaction Uncanny Valley (CEA/LITUS-Movea study)
  22. 22. Mental model of the Wii exploration (Lift lab study)
  23. 23. Prototype (Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
  24. 24. Prototype (Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
  25. 25. Game design recommendations (Project Phoenix/Céline le Marc)
  26. 26. Seamful design (Project Phoenix/Céline Le Marc)
  27. 27. Seamful design (Project Phoenix/Céline Le Marc)
  28. 28. merci nicolas@liftlab.com @nicolasnova

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