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Practical
3D User Interface Design
Dan Robbins
dcr@microsoft.com
© 1996Microsoft
© 1996Microsoft
2
what I’m going to talk about
• design methodology
• specific example
– requirements
– initial design
– problems
– answers?
• conclusion
© 1996Microsoft
3
general design methodology
• stay pure -- at first
• don’t discard ideas in your head
• make storyboards and prototypes
• push prototypes to the limit
• learn from language
© 1996Microsoft
4
the role of language
• use different modes of
representation as yardsticks
• “solved” in visuals <> solved in
words
• “solved” in words <> solved in
visuals
© 1996Microsoft
5
storyboards and prototypes
• don’t wait too long to try out target
medium -- understand limitations
– resolvability
– graspability
– discoverability
• ink has infinite resolution, CRTs
don’t
• make a super complicated example
-- note problems
3D specific information
© 1996Microsoft
7
design methodology for 3D
• metaphors are very important
• listen to people’s words and watch
their hands
• almost every task requires CREATE,
EDIT, & VISUALIZE
© 1996Microsoft
8
language and metaphors for
3D
• language of practitioners
• children
• physical activities
• NATURE, RELIGION, THE MACHINE
• ART
steal from:steal from:
© 1996Microsoft
9
guidelines for 3D
• how many clicks does it take?
• combine related user actions
• combine related parameters
• distinguish UI from data
• combine UI and data
• show cause-and-effect
• be aware of available “channels”
don’t be afraiddon’t be afraid
ofof
contradictionscontradictions
{{
© 1996Microsoft
10
available channels for 3D
• animation
– “if it’s in the way, make it go
away”
• rendering style
– how to distinguish things
• screen aligned elements
• 2D primitives
• abstraction
© 1996Microsoft
11
iconographiciconographic
widgets forwidgets for
rotating arotating a
barn-doorbarn-door
animation
animatedanimated
ghostedghosted
objects onobjects on
mouse-overmouse-over
© 1996Microsoft
12
rendering style
shadedshaded
translationtranslation
handleshandles
transparenttransparent
translationtranslation
handleshandles
wireframewireframe
translationtranslation
handleshandles
© 1996Microsoft
13
abstraction
overlyoverly
realistic?realistic?
abstractabstract
while staticwhile static
theater lighting designer
initial sketches
© 1996Microsoft
16
director’s view
leave someleave some
questionsquestions
unansweredunanswered
© 1996Microsoft
17
catwalk view
annotateannotate
thosethose
drawings!drawings!
slick drawings
© 1996Microsoft
19
initial mockup
AA
10:24:13BB CC DD EE
does transparency workdoes transparency work
for the panels?for the panels?
© 1996Microsoft
20
problems!
• UI fades into background
• might not be feasible
© 1996Microsoft
21
answer?
AA BB CC DD EE FF MM
10:24:13
© 1996Microsoft
22
audience view
© 1996Microsoft
23
stage with simple set
AA BB CC DD EE FF MM
10:24:13
© 1996Microsoft
24
stage with simple set and
lights
AA BB CC DD EE FF MM
10:24:13
© 1996Microsoft
25
catwalk view with simple set
AA BB CC DD EE FF MM
10:24:13
look from abovelook from above
© 1996Microsoft
26
catwalk view with simple set
and minimal lights
AA BB CC DD EE FF MM
10:24:13
© 1996Microsoft
27
catwalk view with simple set
and complex lights
AA BB CC DD EE FF MM
10:24:13
© 1996Microsoft
28
questions from mockups
• Q: perspective or orthographic?
• Q: freeform or constrained creation?
– number of lights?
– placement of lights?
• Q: do we need collision detection
during manipulation?
• Q: “reports” to the user
animated storyboards
general UI
© 1996Microsoft
31panel automatically slides up andpanel automatically slides up and
down to maximize screen spacedown to maximize screen space
main control panel
AA BB CC DD EE FF MM
10:24:1320:00:0030:00:0040:00:0050:00:00
director viewcatwalk viewaudience view
© 1996Microsoft
32
object creation and editing
panel
AA BB CC DD EE FF MM
10:24:1350:00:00
panel automatically slides inpanel automatically slides in
and out to maximize screenand out to maximize screen
spacespace
sets
lights
storage
© 1996Microsoft
33
view changes
give feedback during changegive feedback during change
© 1996Microsoft
34
problems!
• still difficult to know where view is
from if user is new to application
© 1996Microsoft
35
give feedback during changegive feedback during change
answers?
creation
© 1996Microsoft
37
annotated dragging
AA BB CC DD EE FF MM
10:24:13
valid “drop” sitesvalid “drop” sites
and resultantand resultant
illuminated areasilluminated areas
are highlightedare highlighted
as light isas light is
draggeddragged
© 1996Microsoft
38
simple set pieces
AA BB CC DD EE FF MM
10:24:13
newly creatednewly created
objects baseobjects base
themselves onthemselves on
previouslypreviously
created objectscreated objects
© 1996Microsoft
39
problems!
• hard to gauge location in
perspective view
• no quantitative information
• hard to create things behind other
things
© 1996Microsoft
40
answers?
projection linesprojection lines
to temporaryto temporary
rulers duringrulers during
(and only during)(and only during)
creationcreation
11 22 33 44 55 66 77 88 99 1010 1111
22
33
44
55
11
55
44
33
22
11
© 1996Microsoft
41
more answers?
if user starts to clickif user starts to click
behind another object,behind another object,
“x-ray” the front object“x-ray” the front object
editing
© 1996Microsoft
43
changing lights from
director’s view
just grab thejust grab the
damn light anddamn light and
rotate it!rotate it!
© 1996Microsoft
44
problems!
• virtual sphere is not matched to
domain task
• too “freeform”
• no precision
© 1996Microsoft
45
magnified controlmagnified control
handleshandles
answers?
© 1996Microsoft
46
but it still sucks
• too bulky
• “etch-a-sketch” syndrome
© 1996Microsoft
47
answer: let user directly
change “result”
moving themoving the
highlighthighlight
changes the lightchanges the light
© 1996Microsoft
48
can this style of UI help
color-picking?
standardstandard
color-picker iscolor-picker is
not in-contextnot in-context
Color Picker ?
CancelApply
128
36
200
try out whattry out what
practitioners use?practitioners use?
diminish all butdiminish all but
color of interestcolor of interest
put it in 3D toput it in 3D to
allow betterallow better
navigationnavigation
© 1996Microsoft
49
design 1:design 1:
jukeboxjukebox
but how can we pick
colors in context?
© 1996Microsoft
50
can we make it better?
design 2:design 2:
puzzle stripspuzzle strips
visualization
© 1996Microsoft
52
understanding
which light is which
AA BB CC DD EE FF MM
10:24:13
change achange a
light and seelight and see
what it does?what it does?
© 1996Microsoft
53
problems!
• requires user to change their data
• still hard to resolve affect of one
light
© 1996Microsoft
54
answers?
multiple representations:multiple representations:
waving mouse over lightwaving mouse over light
highlights effecthighlights effect
© 1996Microsoft
55
still problems!
• would take forever if there are many
lights
• overly complex
• back to multiple views from CAD
world
© 1996Microsoft
56
the answer?
highlight zoneshighlight zones
centered oncentered on
light unitlight unit
© 1996Microsoft
57
the answer?highlight zoneshighlight zones
centered oncentered on
highlighthighlight
© 1996Microsoft
58
selection
so many objects!so many objects!
© 1996Microsoft
59
problems!
• too difficult to pick the desired object
© 1996Microsoft
60
answers?
exaggerateexaggerate
possiblepossible
selections!selections!
© 1996Microsoft
61
parting words
• “pure” direct-manipulation does not
always work
• difficult to make a UI scale up
• conflict between direct-manipulation
and precision
• imperative to have a target
application/audience!
hardhard
problems!problems!
endendendend

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Practical 3D User Interface Design Techniques

Editor's Notes

  1. my background selfish tool user industrial design &amp; sculpture design of tools motivated by my needs as a designer I prefer to work in visual realm, 3D “feels” more intuitive in some sense, 3D taps more into instinctual faculties whereas 2D uses more abstract/schematic notions this talk will use a sample application as a way to elucidate 3D UI design techniques - Theater Lighting Design constrained domain easy to gauge success
  2. these answers are not THE solution these are ways to get ideas flowing think of this as a starting point often I will show a few alternatives general Vs.. specific I could present you with tons of general “process” guidelines BUT it is very difficult to go from abstractions of specific Instead. I take prototypical application and walk through its design hopefully specific design choices will show principles specific application should justify design choices 3D Theater Lighting Designer This assumes that you are in a product group and there is already a brief for the product set lights on poles in catwalk space import sets create simple sets run-through scenes -&gt; preview lighting changes evaluate lighting --&gt; refine
  3. if you look at other people’s UIs (at first) you may be limited by them At first you should engage in free-association design, allow stream of consciousness pretend at first, that you can design the ultimate tool (ivory tower design) don’t overload each drawing -- don’t be afraid to make many drawings many simple drawings are better than few complex drawings draw out ever alternative it is too easy to discount ideas as soon as we have them if you commit an idea to “paper” you can always go back to it annotate your drawings let the annotations be your memory learn from multiple representations some things best expressed in text, some visually it is easy to be lazy when you stick with just one representation
  4. Example words “ drag a new Light-Object from the Create-Panel into the 3D scene” Problems Q: how does the user know where in 3D they are dragging the light? Q: what happens when the user mouseUps? Answers draw a picture showing what kinds of feedback can be given during manipulation
  5. gives you a way to judge your designs show to other people can seem “real” answer “what if” questions “ prove it” questions resolvability = can user perceive details of interface element visual = size on screen, color combinations audio = different from ambient sounds graspability = user is able to actually interact with your UI not too small discoverability = user can understand what a control does what controls/UI are for which is UI, which is data changes are apparent during and after rough Vs. finished look keeping prototypes rough can get people to focus on important aspects keeping prototypes rough may prevent developers from taking them seriously
  6. watch people when they talk about something people often can’t articulate in words what they are doing watch what they do with their hands give them props which actions lead to temporary object relationships? ask someone find out what objects are underneath a particular object temporarily peeling back a sheet of paper Vs moving it aside listen to how they talk about it it is often difficult to come up with an abstraction at first often they use metaphorical language unconsciously “ I just want to find the object that I can’t see” - perhaps craft a UI which has that high-level feature we are used to breaking UIs down into select, cut, copy, paste, save, effects, etc. instead, we might want to step back and ask what the higher level tasks are most apps concentrate on EDIT. We need more emphasis on VISUALIZATION!
  7. children have a way of simplifying NATURE: nature is good at expressing complexity: trees faces RELIGION: UI should inspire trust , faith that UI will do the right thing MACHINE: its a language we tend to understand buttons, levers, handles hinges signs Art
  8. real world doesn’t require clicks CLICKS: combine related steps during Creation bind together specifying existence and position CLICKS: combine related parameters during Editing why separate X, Y, Z? We don’t separate them in the real world why separate translate and rotate?
  9. each of these will be covered later on best to show these within context of consistent scenarios most channels are already taken color, size ANIMATION slide-ups animated cursors animated widgets - can prevent overly literal or complicated 3D icons/widgets easier to distinguish from data RENDERING DEFINE: wire, flat-shade, smooth-shade, transparency , can prevent clutter lend emphasis to different objects see through widgets to data ABSTRACTION show in place schematic to teach user more --&gt; Visualization
  10. THIS IS A LIGHT FROM A THEATER! don’t force users to manipulate objects to find out what the tools do the tool can be made smaller if animation is used to show function animation can even “train” users how to use tools be careful if animations are started too easily and too frequently, user will loose association between animation and object give additional feedback as to which object the animation is associated with
  11. handles used to move object along a particular axis determination of which style to use should depend on complexity of surrounding scene realism of surrounding scene degree of motion: is user primarily watching or doing?
  12. too abstract = hard to distinguish UI from data too abstract = too high a cognitive load in deciphering objects too realistic = users may focus on unimportant details during manipulation too realistic = too much clutter
  13. This assumes that you are in a product group and there is already a brief for the product set lights on poles in catwalk space import sets from 3rd party app (modeler) create simple sets run-through scenes -&gt; preview lighting changes evaluate lighting --&gt; refine render stills w/ shadows and radiosity what it won’t do (IMPORTANT TO IDENTIFY THESE) no interpolated animation no continuous viewing changes rendering (stills) not tunable overall technology like 3D Movie Maker -&gt; background bitmaps with embedded Z values
  14. start to identify CUT LIST and QUESTIONS (what are consequences of adding a feature) Q: texture control over surfaces? the more constrained the space, the easier it will be to remain consistent “ any complete system must be inconsistent AND any consistent system can’t be complete” don’t worry about layout too much
  15. some interactions questions will immediately present themselves Q: what happens when there are many lights? Q: what if we need more kinds of available lights? Q: how much “data” area will the UI cover over?
  16. taking drawings to the next level shows you things you didn’t think of in ink
  17. one panel (bottom) for managing lighting changes over time (intensity and scenes) one panel (right) for managing creation and non-time varying properties (gels, barndoors) maybe if UI panels are transparent they won’t obscure as much “data”? maybe transparency can set UI apart from data? what role will text play? start to look at size relationships
  18. Q: can user determine which are “graspable” controls? Q: are there rendering issues?
  19. in drawings, the UI panels were transparent discovered after mocking it up, that it wouldn’t distinguish UI enough from data things start taking up much more space text objects that give environment “grounding” start thinking about how to distinguish different parts of the application UI from data objects from environment graspable controls from control-containers
  20. true test for application is Does it allow the designer to achieve desired lighting effects? most important view is what the audience sees Note for future Q: how much interaction could be accomplished from this view? Q: what are rendering issues?
  21. next version of UI panel dispense with transparency solves some rendering issues easier to tell UI from data? what does a simple set look like? what are interactions between set and surroundings? lighting z-buffer how much of the surroundings can be simplified? bitmaps rather than 3D
  22. start to show relationships between lights and effect of lights relationships between lights and surroundings
  23. traditionally theater lighting designers use a “birds-eye-view” (lighting plot) why not give designers that? [ask audience what they think this is?] what would make this more understandable? what are lessons? need good transitions between different views need cues (when in a particular view) how to get in and out of it ( NAVIGATION) users have to know what view parameters they can change specific domains demand specialized views what parts of view can be shown in schematic curtains flats surroundings wings
  24. show effect of light superimposed on stage (like lighting plot) problems: Q: what if lighting is so dim that it doesn’t show up on stage? A: do a bright highlight around perimeter of light effect
  25. make a complex version to test out early assumptions lessons? cause-and-effect breaks down ( visualization) hard to select individual lights perceiving depth conflicts with need for orthographic view ( DEFINE? )
  26. reports: # of lights used? # of lights over the number allocated? time required to install? # of different gels? these questions point out need to talk more to practitioners some of questions can be left unanswered till later they may not impact 3D UI sometimes it is good to have 3D UI and 2D UI separate
  27. “ making the pictures move” starts to reveal more issues -&gt; force decisions at details level “ click here, then click there, then drag, and make sure to highlight those objects” annotated storyboards -&gt; animatics -&gt; interactive prototypes
  28. panel at bottom has sliders for controlling light intensity much like computer-based lighting control panel in real world numerical feedback for timing Q: is a timeline needed? sup-panel controls viewing-mode
  29. subpanel on create/edit panel controls type of object being handled filters selection set (gray out unavailable objects) Q: what division between creation and editing? Q: how realistic should the icons be? Q: does this break down when there are more object types? Q: maybe it should mimic metaphor of “Store-room” or equipment cart?
  30. Q: how much of the UI need be present in the different views? there is a need to show continuity during viewing changes, perhaps a stylized proxies can be animated during the transition
  31. what happens when new user walks up to a particular setup of the application? Q: How can they determine where they are looking from? Q: how can they determine what the status of the data is? provide a “meta-view” to show user where they are looking from problems: yet another view for end-user to integrate meta-view may be too abstract for most users more clutter
  32. TASK: user needs to place a light in a particular position on a pole indicate constraints during initial creation (bind together creation and placement) light has to plug into power-outlet some outlets are full some are too far from light show probable (simplified/schematic) effect of light during creation
  33. knowledge of the application domain (theater) can help designer make simplifying assumptions flats are standard sizes flats are vertical flats should easily align together simplify more only allow simple creation allow simple cutting of holes (windows) allow simple extension of top border of flats
  34. during creation (temporary) show feedback that helps user understand dimensions of object guidelines don’t move numbers during manipulation (don’t attach to cursor) make sure “rulers” aren’t obscured by other objects (wireframe superimposition if necessary) make location and appearance of ancillary cues predictable/consistant across interactions
  35. existing objects that obscure objects undergoing creation or editing can be temporarily shown in wireframe make sure to show relationship between object of interest and surrounding objects highlight intersection between objects show shadows
  36. Direct-Manipulation of lights is when user can just grab on light object and rotate it one-to-one relationship between mouse motion and object reaction effects of lights (light beam) should move in sync
  37. handles add predictability user knows which is UI and which is object handles support poor update rates decouple user manipulation of handle from lighting update (update on mouseUp or when cycles are available) easy to integrate numerical feedback easy to integrate detents (“click-stops”)
  38. instead of grabbing light-object, let user grab where light is cast of stage trace back to light-object supports user’s intended high-level task -&gt; change where the light falls, make an object look a certain way
  39. one of most common lighting-designer tasks is to change the color of a light (GELs) problems with RBG color picker artificial separation of related parameters cognitive and physical distance between UI and data/objects unpredictable relationship between “pure” color and resultant color in scenes can we borrow from actual color swatches? start to arrange the swatches to allow easy browsing certain arrangements may be aided by 3D
  40. jukebox can live in scene easy browsing shows relationship between colors problems obscured/obscuring need to show link between tool and sample-swatch maybe difficult to distinguish tool from data/objects as number of swatches increases, tool becomes TOO large
  41. only show slices through color space put the slices right on the object of interest possibly lets users see what effect of adjacent colors would be quick traversal of alternatives
  42. easiest method is to let user change and light and observe result
  43. provide better highlighting to indicate associations separate view may strengthen associations
  44. let the user see a range of information at one time! diminish impact of information the farther it is from area of interest get rid of idea of selected Vs. non-selected degree of selection! highlight zones: show wires from lights to highlights in clusters of lights with falloff (of brightness/opacity) from center of focus Q: should cluster center be from light unit or from highlight? (show both!)
  45. perhaps this is closer to what end-user desires start with results and then back-track to causes! highlight zones: show wires from lights to highlights in clusters of lights with falloff (of brightness/opacity) from center of focus
  46. traditional selection and highlighting breaks down when many object 3D small objects overlapping object complex object (small parts)
  47. user Magic! during rollover, highlight objects exaggerate color size relationship to other objects! animation wiggle lights? highlight the effect and any other information that can further user’s understanding of selected object!