Multimodal, crossmedia, multi platform


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Multimodal, crossmedia, multi platform

  1. 1. Input modaliteiten UXD minor thema ‘Multimodal, Crossmedia and Multi-Platform
  2. 2. Kwartaalprogramma 22 november BuzzCapture + thema intro 29 november Workshop rond opdrachten 6 december Philips Design: service design 13 december Tbd. 3 januari Fabrique: ‘Mental Notes’ workshop
  3. 3. Kwartaalprogramma 10 januari Usevine: iPad en het tweede scherm 17 januari Tbd 24 januari Tbd 31 januari Eindpresentaties en afsluiting
  4. 4. Nieuwe woorden leren Enkele belangrijke uxd begrippen
  5. 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. 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.’
  7. 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.’
  8. 8. Multimodal ‘Multimodal interaction provides the user with multiple modes of interfacing with a system beyond the traditional keyboard and mouse input/output.’
  9. 9. Modality ‘A modality is a path of communication between the human and the computer.’
  10. 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’
  11. 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’
  12. 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). Input modalities (human-to-comp.)
  13. 13. Pointing devices Ivan Sutherland (MIT) demoing Sketchpad (1962) (introduced by Alan Kay in 1987)
  14. 14. Pointing devices ‘Pointing devices are input devices used to specify a position in space. – Direct/indirect – Absolute/relative’
  15. 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. 16. Pointing devices And you can point at more than merely pixels on a screen…
  17. 17. Alphanumeric input: keyboards
  18. 18. Alphanumeric input: keyboards
  19. 19. Alphanumeric input: keyboards
  20. 20. Alphanumeric input: speech recognition Speaker dependent/independent Discrete-word/connected-word input Limited/large vocabulary
  21. 21. Alphanumeric input: handwriting recognition ‘Recognition’ patents as early as 1914 ‘Electronic ink’ and recognition in Vista http://www.freepatentsonlin
  22. 22. Pen Computing ‘The return of the pen’ Switching modes: ‘pointing’ vs. ‘ink’
  23. 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. 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.’
  25. 25. Wearable computing ‘Wearable computers are computers that are worn on the body.’
  26. 26. Tangible/Natural user interfaces Hiroshi Ishii (MIT)
  27. 27. Gestural Interfaces Touchscreen vs. Free-form
  28. 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. 29. Patterns for Touchscreens and Interactive Surfaces Tap to select
  30. 30. Patterns for Touchscreens and Interactive Surfaces Drag to move object
  31. 31. Patterns for Touchscreens and Interactive Surfaces Pinch to shrink and spread to enlarge
  32. 32. Patterns for Free-Form Interactive Gestures Point to select/activate
  33. 33. Patterns for Free-Form Interactive Gestures Shake to change
  34. 34. Interesting demos
  35. 35. Reader Wearable computers: Steve Mann. Ubiquitous computing: Mark Weiser (1991). The Computer for the 21st Century. 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. 36. Reader Input devices Doug Engelbart (1968). The mother of all demos. Google video stream Wikipedia. mos
  37. 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. ault.mspx
  38. 38. Reader Handwriting recognition Wacom. Unleash Windows Vista With A Pen. 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.