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2
NICE T O MEET YO U!
Morgan Wheaton
Associate Creative Director
Edgar Rios
Associate Designer
Marc Vandehey
Senior Developer
We’re thirteen23
WELCOME TO OUR STUDIO
We are an interactive product studio dedicated to
the craft of digital. We conceive, design, and build
intelligent software.
3
What’s an interface?
SO FIRST,
4
2001: A SPACE ODYSSEYMANIAC
Where did interfaces start?
6
7
8
9
10
11
How do we prepare for a future
where interactions are more
complex and traditional GUIs
are starting to disappear?
12
As designers and developers,
how do we hit user expectations
for more natural, personal
experiences that meet users
where they are?
13
Fluid interfaces!
14
What’s a fluid interface?
WAIT, WHAT?
15
WHAT’S A FLUID INTERFACE?
16
An interface is fluid when it behaves
according to the way people think, not 

the way machines think.
16
WHAT’S A FLUID INTERFACE?
17
These interfaces prioritize fast, smooth,
frictionless experiences that map to the 

way people think and act in natural space.
17
Why do they matter?
OKAY SO…
18
WHAT’S A FLUID INTERFACE?
19
Why should we care about 

fluid interfaces?
They give users a sense of control.
The interface is reacting to the needs
of the user and their context.
01. 02. 03.
They create better experiences.
Instead of the user reacting to and
learning the computer, the computer
learns and reacts to the user.
They’re more accessible because
they are more natural. They’re more
discoverable and easier to
understand and remember. 
19
So how do we create them?
GREAT.
20
Let’s start with on-screen
21
ON-SCREEN
22
On-screen interfaces should be alive and responsive to
user input—just like interactions in the real world.
They should feel effortless and natural, and encourage
play and discovery.
ON-SCREEN
23
Make it responsive
• Immediately react and respond to a user’s touch,
making it feel as if a user is moving a physical object
across the screen.

• Provide feedback to let the user know the input has
been detected.
ON-SCREEN
24
Make it interruptible
• Understand that a user can change their mind at any
time including in the middle of an interaction.

• Provide a way to interrupt or re-direct an interaction.
ON-SCREEN
25
Make it natural
• Use common gestures and reference real life
• Identify common interactions and avoid making the
user stretch their fingers across the screen

• Iterate, prototype, and test until it feels right.
How can we develop them?
26
27
• Define the animation

Discuss and understand what the animation needs to
accomplish. Generate documentation to help direct
the intent.

• Ask yourself the important questions

Do you need to set up navigation? Is it just a state
change? What views are needed at the beginning 

and end?
ON-SCREEN
Triangle 1
Move
500 MS
Triangle 4
Move
500 MS
Triangle 2
Rotation 0 - 180°
500 MS
Move
500 MS
Scale 100% - 30%
400 MS
Label Fade Out
250 MS
Delay
125 MS
Triangle 3
Reverse of Triangle 2
28
• Prototype each interesting interaction

Build prototypes that help you understand how more
complex animations will work
ON-SCREEN
29
• Refactor and bring it together

Work with your team to make sure everything feels
right. Test and try to break everything.
ON-SCREEN
Cheat anywhere you won’t 

get caught!
AND REMEMBER,
30
31
A CLOSER LOOK…
But what happens when we 

move off-screen?
GREAT
32
WHAT’S A FLUID INTERFACE?
33
Most experiences we have every day 

are fluid
33
WHAT’S A FLUID INTERFACE?
34
We rarely use just one type of action to get
through a real world experience
3434
WHAT’S A FLUID INTERFACE?
35
We need interfaces that think like us
35
WHAT’S A FLUID INTERFACE?
36
Multimodal interactions use several different modes of
action to create experiences that respond more naturally
and contextually to user’s activity and needs.
MULTIMODAL
36
WHAT’S A FLUID INTERFACE?
37
MULTIMODAL
What can we use to create these
experiences?
37
Audio
Asking is easy! There’s no learning curve and users
can stay hands free
Listening to a lot of information gets tiring fast. 

Also, remembering is hard.
Implicit
Understanding your users leads to more seamless,
personal experiences
Too many wrong assumptions makes the experience
feel annoying, not fluid
Visual
It’s much easier for users to see and read 

complex information
Visuals can be distracting and consuming
Gesture
Gestures can make interactions feel playful and
novel, and they can be done privately
Haptic movement can quickly get cumbersome
38
HER
39
HER
WHAT’S A FLUID INTERFACE?
40
What should we keep in mind when 

designing fluid, multimodal experiences?
01. 02. 03.
Proximity



Is the user close to their device? Can they
touch it? What other devices are nearby?
Environment



Where’s your user? In a public space or
alone? Is the product shared or used one-
on-one?
Activity



What is the user currently doing? 

Are they in motion? Or are they 

sitting still?
MULTIMODAL
40
41
HER
Audio
Visual
42
Best practices
MULTIMODAL
• Optimize for the strongest interaction point

Prepare for the best case scenario but 

be flexible

• Avoid redundancy

Think about how each modality can provide different,
contextually appropriate information

• Create fluid hand-offs

Different interaction modalities should hand-off to
one another seamlessly and intuitively.
42
Gesture
Implicit
Building your experiences
MULTIMODAL
• Understand your technical capabilities

Know what is at your disposal

• Plan your use cases

Sketch thumbnails or script your use cases to

help you understand the steps in the interaction and
where hand-offs occur.

• Prototype, prototype, prototype

Lo-fi user testing and proof-of-concept videos can
help you see where things are not intuitive.
43
U S E R
S P E A K E R
Initiate: Audio
Asks for new music
1
Assess: Implicit
User recognition
User preferences
Location awareness
2
Respond: Audio, Visual
Recommendation, suggests hand-off
3
Initiate: Visual
Hand-off notification
1
Respond: Audio
Plays content
2
Initiate: Gesture
Browses content, selects
1
Respond: Audio
Verbally accepts recommendation
2 Assess
3
43
WHAT’S A FLUID INTERFACE?
44
Fluid, multimodal interfaces represent the next step
toward building more coordinated and natural experiences
for our users.
MULTIMODAL
44
To summarize
SO.
SUMMARY
46
Fluid interfaces are fast, smooth experiences that map to
the way people think, not the way computers think.
47
They require planning, collaboration, and prototyping to
ensure that they truly feel right to the user.
SUMMARY
48
Because they map to real-world behaviors and
expectations, they’re more accessible, natural, and easier
to understand and remember.
SUMMARY
Q&A
506 CONGRESS AVENUE, SUITE 200 • AUSTIN, TX 78701 • 512.672.8780 • BUSINESS@THIRTEEN23.COM

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Get Out of the Way: Using Fluid Interfaces to Design Seamless Experiences

  • 1.
  • 2. 2 NICE T O MEET YO U! Morgan Wheaton Associate Creative Director Edgar Rios Associate Designer Marc Vandehey Senior Developer
  • 3. We’re thirteen23 WELCOME TO OUR STUDIO We are an interactive product studio dedicated to the craft of digital. We conceive, design, and build intelligent software. 3
  • 5. 2001: A SPACE ODYSSEYMANIAC
  • 7. 7
  • 8. 8
  • 9. 9
  • 10. 10
  • 11. 11
  • 12. How do we prepare for a future where interactions are more complex and traditional GUIs are starting to disappear? 12
  • 13. As designers and developers, how do we hit user expectations for more natural, personal experiences that meet users where they are? 13
  • 15. What’s a fluid interface? WAIT, WHAT? 15
  • 16. WHAT’S A FLUID INTERFACE? 16 An interface is fluid when it behaves according to the way people think, not 
 the way machines think. 16
  • 17. WHAT’S A FLUID INTERFACE? 17 These interfaces prioritize fast, smooth, frictionless experiences that map to the 
 way people think and act in natural space. 17
  • 18. Why do they matter? OKAY SO… 18
  • 19. WHAT’S A FLUID INTERFACE? 19 Why should we care about 
 fluid interfaces? They give users a sense of control. The interface is reacting to the needs of the user and their context. 01. 02. 03. They create better experiences. Instead of the user reacting to and learning the computer, the computer learns and reacts to the user. They’re more accessible because they are more natural. They’re more discoverable and easier to understand and remember.  19
  • 20. So how do we create them? GREAT. 20
  • 21. Let’s start with on-screen 21
  • 22. ON-SCREEN 22 On-screen interfaces should be alive and responsive to user input—just like interactions in the real world. They should feel effortless and natural, and encourage play and discovery.
  • 23. ON-SCREEN 23 Make it responsive • Immediately react and respond to a user’s touch, making it feel as if a user is moving a physical object across the screen.
 • Provide feedback to let the user know the input has been detected.
  • 24. ON-SCREEN 24 Make it interruptible • Understand that a user can change their mind at any time including in the middle of an interaction.
 • Provide a way to interrupt or re-direct an interaction.
  • 25. ON-SCREEN 25 Make it natural • Use common gestures and reference real life • Identify common interactions and avoid making the user stretch their fingers across the screen
 • Iterate, prototype, and test until it feels right.
  • 26. How can we develop them? 26
  • 27. 27 • Define the animation
 Discuss and understand what the animation needs to accomplish. Generate documentation to help direct the intent.
 • Ask yourself the important questions
 Do you need to set up navigation? Is it just a state change? What views are needed at the beginning 
 and end? ON-SCREEN Triangle 1 Move 500 MS Triangle 4 Move 500 MS Triangle 2 Rotation 0 - 180° 500 MS Move 500 MS Scale 100% - 30% 400 MS Label Fade Out 250 MS Delay 125 MS Triangle 3 Reverse of Triangle 2
  • 28. 28 • Prototype each interesting interaction
 Build prototypes that help you understand how more complex animations will work ON-SCREEN
  • 29. 29 • Refactor and bring it together
 Work with your team to make sure everything feels right. Test and try to break everything. ON-SCREEN
  • 30. Cheat anywhere you won’t 
 get caught! AND REMEMBER, 30
  • 32. But what happens when we 
 move off-screen? GREAT 32
  • 33. WHAT’S A FLUID INTERFACE? 33 Most experiences we have every day 
 are fluid 33
  • 34. WHAT’S A FLUID INTERFACE? 34 We rarely use just one type of action to get through a real world experience 3434
  • 35. WHAT’S A FLUID INTERFACE? 35 We need interfaces that think like us 35
  • 36. WHAT’S A FLUID INTERFACE? 36 Multimodal interactions use several different modes of action to create experiences that respond more naturally and contextually to user’s activity and needs. MULTIMODAL 36
  • 37. WHAT’S A FLUID INTERFACE? 37 MULTIMODAL What can we use to create these experiences? 37 Audio Asking is easy! There’s no learning curve and users can stay hands free Listening to a lot of information gets tiring fast. 
 Also, remembering is hard. Implicit Understanding your users leads to more seamless, personal experiences Too many wrong assumptions makes the experience feel annoying, not fluid Visual It’s much easier for users to see and read 
 complex information Visuals can be distracting and consuming Gesture Gestures can make interactions feel playful and novel, and they can be done privately Haptic movement can quickly get cumbersome
  • 40. WHAT’S A FLUID INTERFACE? 40 What should we keep in mind when 
 designing fluid, multimodal experiences? 01. 02. 03. Proximity
 
 Is the user close to their device? Can they touch it? What other devices are nearby? Environment
 
 Where’s your user? In a public space or alone? Is the product shared or used one- on-one? Activity
 
 What is the user currently doing? 
 Are they in motion? Or are they 
 sitting still? MULTIMODAL 40
  • 42. Audio Visual 42 Best practices MULTIMODAL • Optimize for the strongest interaction point
 Prepare for the best case scenario but 
 be flexible
 • Avoid redundancy
 Think about how each modality can provide different, contextually appropriate information
 • Create fluid hand-offs
 Different interaction modalities should hand-off to one another seamlessly and intuitively. 42 Gesture Implicit
  • 43. Building your experiences MULTIMODAL • Understand your technical capabilities
 Know what is at your disposal
 • Plan your use cases
 Sketch thumbnails or script your use cases to
 help you understand the steps in the interaction and where hand-offs occur.
 • Prototype, prototype, prototype
 Lo-fi user testing and proof-of-concept videos can help you see where things are not intuitive. 43 U S E R S P E A K E R Initiate: Audio Asks for new music 1 Assess: Implicit User recognition User preferences Location awareness 2 Respond: Audio, Visual Recommendation, suggests hand-off 3 Initiate: Visual Hand-off notification 1 Respond: Audio Plays content 2 Initiate: Gesture Browses content, selects 1 Respond: Audio Verbally accepts recommendation 2 Assess 3 43
  • 44. WHAT’S A FLUID INTERFACE? 44 Fluid, multimodal interfaces represent the next step toward building more coordinated and natural experiences for our users. MULTIMODAL 44
  • 46. SUMMARY 46 Fluid interfaces are fast, smooth experiences that map to the way people think, not the way computers think.
  • 47. 47 They require planning, collaboration, and prototyping to ensure that they truly feel right to the user. SUMMARY
  • 48. 48 Because they map to real-world behaviors and expectations, they’re more accessible, natural, and easier to understand and remember. SUMMARY
  • 49. Q&A
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