Kinect Hacks: Beyond Just Games


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Kinect is moving from a gaming device to a new way to interact with our digital world. While touch has taken a disproportional amount of our attention, we're seeing a flood of devices that use sensors to collect feedback from the world around us. And the Kinect is the mother of all sensors with a high visual resolution, audio, and advances in areas like face detection - how would our would look if we focused on gesture and sensor designs?

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Kinect Hacks: Beyond Just Games

  1. 1. Hacks - Beyond Just Games
  4. 4. DIofRuseECTORpex erience r
  5. 5. GAMER
  6. 6. @jeremyjohnson
  7. 7. 2009
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  9. 9. Microsofts motion-sensor Kinect came out of thecompanys research lab in Beijing, away from thecompanys day-to-day business, she notes. "There wasa steel umbrella put over it, to keep out the rest of theorganization. Then Microsoft Research threw Kinectover the wall to the Xbox group, which created theirown steel umbrella to shield it. They added somescaffolding, but this was an innovation that was mostlydone in-house. It can happen in a big company. Ofcourse, this is entirely the reverse of the way Office/Windows development happens."boyd argues that the best place "to create steelwalls is in businesses outside your core cash cows.The role of a big company is to keep the cash cowrolling, and then build the new."
  10. 10. 18 Million“Kinect, which launched slightly over a year ago, has sold animpressive 18 million units worldwide. (At this rate, Kinect willoutsell the original Xbox by next year.)”
  11. 11. GAMES
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  13. 13. “There’s a lot to learn from games. There are 30 yearsof design lessons and thousands of products on themarket. Games have more concrete lessons to teachapplication designers about learning, feedback, usermotivation and social systems than almost any field ofstudy.” - Danc
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  15. 15. “Kinect Hacks”
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  18. 18. “Microsoft chief Steve Ballmer narrowed down the "early 2012" launch window for Kinect on the Windows PC during Microsofts CES 2012 keynote today: February 1, 2012.”
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  21. 21. UX DESIGNER
  22. 22. information architectureinteraction designvisual designusability testing
  23. 23. desktop apps web apps RIAs mobile apps touch apps ??
  24. 24. Interaction Choreographyby Senior Principal Design Technologist Jared FicklinUser interaction with technology is going above the glass. You no longer need anexplicit tool or even direct manipulation to drive a user interface. With the ability oftechnology, like the Microsoft Kinect, to see users’ movements in space, gesturesare being added to traditional methods in new layers of interaction. Designing forthis new layer of interaction requires new thinking about dexterity, ergonomics,and whether someone might feel silly or offensive with certain gestures. We areso involved in this space right now, that we’ve had to move our designtechnologists’ desks to create enough room for all the hand waving design.
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  28. 28. “The innovation here is the fluidity ofexperience and focus on the data, withoutusing traditional user interface conventionsof windows and frames. Data becomes thevisual elements and controls. Simplegestures and transitions guide the userdeeper into content. A truly elegant andunique experience.”
  29. 29. KINECT HACKS
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  40. 40. Solar powered house saves energy with KinectNow, in the name of conserving energy that vision could come true with a solarhouse designed to use an Xbox Kinect to switch off energy consuming deviceswith simple movements.
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  42. 42. What now?
  43. 43. “Don’t try to figured out how to cram Kinect into an existing UI paradigm, instead design a UI paradigm that’s from the ground-up intended to exploit the Kinect’s functionality.”
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  45. 45. That there are no universalstandards for gestural interactionsyet is a problem in its own right,because the UI cannot rely onlearned behavior. The Kinect has afew system-wide standards,however, which do help users.
  46. 46. THE RULES Of KINECTExplain what the player can do.Represent what they are doing.Make it fun to match the two. Test your implementation.
  47. 47. Things to Think About...Distance and EnvironmentHow far do they need to stand? How far do they think they need to stand?Environment design of the area. Eyesight, size of the UI.ErgonomicsIs it comfortable? Age? People with disabilities? Common movements vs.uncommon. How long will they interact?FashionDo they look silly? Will someone of a certain age/race/gender use this? What’sacceptable for an Avatar?UI PatternsWhat do they know from click and touch interfaces? Is there something morenatural? Try and unlearn, and imagine.3D SpaceIs it close or far away? What do we infer from spatial positioning? Can you getpeople to interact in 3D space on a 2D screen?
  48. 48. Things to Think About...Screen ResolutionWhat’s the maximum amount of objects you can fit on a screen? What’s theminimum size of an object need to be on the screen?PrivacyCan you tailor to age? Race? Gender? What is helpful and what is potentiallyscary? Can you keep a snapshot for marketing purposes?
  49. 49. THANKS!