3. GESTURAL AND CINEMATIC
The continuum of interaction
Content Creation & Productivity
Content Consumption and Entertainment
From precise to casual
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5. GESTURAL AND CINEMATIC
Ergonomics
Un-answered questions…
How will people use large form factor systems?
How long do they use these devices for?
Do they stand or sit?
What angle is their arm, wrist, hand?
What % of interaction is touch vs. keyboard vs.
mouse?
• How do the ratios change depending on task?
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Lots of publicly available research and
recommendations
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Very little publicly available research and no industry
guidelines
6. GESTURAL AND CINEMATIC
NEW INTERFACES
What does the App do?
Function
Gestural
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Minimal
Consistent
Obvious
Cinematic
7. GESTURAL AND CINEMATIC
NEW INTERFACES
Function
How does the App look?
Gestural
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Cinematic
Responsive
Animated
Explanatory
Revelatory
Delightful
8. GESTURAL AND CINEMATIC
NEW INTERFACES
Function
How do you interact?
Manipulate
Direct
Responsive
Reversible
Hinted
Consistent
Gestural
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Cinematic
9. GESTURAL AND CINEMATIC
NEW INTERFACES
Gestural
‒ Direct manipulation – not memorizing gestures
‒ Touch, voice, 3D and more
‒ Sweeping movements
‒ Allow for mastery
Cinematic
‒ Great visuals
‒ Show actions with animation and state
‒ Use lighting, particles, focus, depth of field to highlight elements
‒ Use warps and motion to transition between elements
‒ Use 3D content and environments but provide 2D workspaces
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10. GESTURAL AND CINEMATIC
ACTIONS
Give feedback of action triggered
Provide a way to undo the action
Actions to be commutative (any order)
Physical ‘manipulation’ should be obvious and
reversible (move, rotate, resize etc)
Actions should be repeatable and reliable
(don’t rely on gestures which the sensor cannot repeat)
Reveal the gestures and their function (with hints)
10 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
Classic animation techniques like bounce, squash &
stretch, follow through are now being used (often on
abstract shapes) to illustrate actions
11. GESTURAL AND CINEMATIC
SPATIAL GESTURE
Using a 3D camera can have lighting issues
It’s NOT touch at a distance
Because there is no control surface it is hard
distinguishing between actions and movement
Support spatial control surfaces
Add speech for actions
We need to find new gestural rules
3D Gesture has tracking but no ‘action’
Fingers, hands and arms obscuring the view of
the screen
11 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
12. GESTURAL AND CINEMATIC
GESTURAL INPUT
Touch
Multi touch
Near touch
Touch + pressure
Stylus + touch
Stylus + pressure + angle
3D camera
Gaze + voice
Wearable's + GPS + Gyro
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13. GESTURAL AND CINEMATIC
VOICE, PEN, NEAR TOUCH, TOUCH
Reach towards the screen and receive localised hints
Touch the screen to manipulate (move, resize, rotate,
drag, pick)
Reach towards the screen with pen and receive hints
Touch the screen to act (cut, draw, circle)
Also speak to act on any visible hints
13 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
14. GESTURAL AND CINEMATIC
TOUCH - MULTITOUCH - MULTIUSER
GUI point and click replaced with touch is
hard for users
New interfaces with touch, supporting fluid
dragging and picking is a big improvement
New interfaces with multi-touch, allowing
multi finger gestures like resizing and
rotation is better
Multi-user is a new challenge on larger
devices, and requires the designer to set
aside localised and orientated workspaces
for multiple users
14 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
15. NATURAL USER INTERFACE
IT’S A BROAD CONCEPT – NOT A DETAILED FRAMEWORK
NUI is not a fixed toolkit (like a GUI)
Don’t just mimic GUI or web apps
NUI is still abstract, it’s not real world
NUI should seem an extension of the body
NUI can leverage previously learned skills
Involves game aspects
‒ enjoyable interaction
‒ a path to skilled usage
‒ but NOT challenge
Direct manipulation
Aim for skilled and fluid actions
15 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL