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NEW INTERFACES
DAVID BREBNER
New Interfaces
Gestural & Cinematic experiences
GESTURAL AND CINEMATIC
The continuum of interaction

Content Creation & Productivity

Content Consumption and Entertainment

From precise to casual

3 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
GESTURAL AND CINEMATIC
Interaction with others

Individual

4 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

Online

Together
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?
•
•
•
•
•

Lots of publicly available research and
recommendations

5 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

Very little publicly available research and no industry
guidelines
GESTURAL AND CINEMATIC
NEW INTERFACES

What does the App do?
Function

Gestural

6 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

Minimal
Consistent
Obvious

Cinematic
GESTURAL AND CINEMATIC
NEW INTERFACES

Function

How does the App look?

Gestural

7 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

Cinematic

Responsive
Animated
Explanatory
Revelatory
Delightful
GESTURAL AND CINEMATIC
NEW INTERFACES

Function

How do you interact?
Manipulate
Direct
Responsive
Reversible
Hinted
Consistent

Gestural

8 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

Cinematic
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

9 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
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
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
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

12 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
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
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
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
Technology stack is
growing & improving
HIGH SPEED ACCURATE MULTI TOUCH

17 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
FLEXIBLE PERFORMANT COMPUTE ARCHITECTURES

18 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
A GROWING RANGE OF GESTURE TECHNOLOGIES

19 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
A GROWING RANGE OF VOICE CAPABILITIES

Client side – cloud side – hybrid
20 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
ATTENTION TRACKING

Turned
away

Paying
attention

21 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
VR

22 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
GPU EFFECTS
Fluid
simulation

Paint, glass, chrome, plastic, environment, AO
23 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
BUT
needs hardcore development
UMAJIN APP BUILDER

25 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
UMAJIN APP BUILDER
ANYONE CAN BUILD NEW INTERFACES

26 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
NEW INTERFACES
MANY SCREENS

From 4”
27 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

to 80”
NEW INTERFACES
TOUCH, VOICE, GESTURE

Demo…

28 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
DISCLAIMER & ATTRIBUTION

The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors.
The information contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited to product and roadmap
changes, component and motherboard version changes, new model and/or product releases, product differences between differing manufacturers, software
changes, BIOS flashes, firmware upgrades, or the like. AMD assumes no obligation to update or otherwise correct or revise this information. However, AMD
reserves the right to revise this information and to make changes from time to time to the content hereof without obligation of AMD to notify any person of
such revisions or changes.
AMD MAKES NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE CONTENTS HEREOF AND ASSUMES NO RESPONSIBILITY FOR ANY
INACCURACIES, ERRORS OR OMISSIONS THAT MAY APPEAR IN THIS INFORMATION.
AMD SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. IN NO EVENT WILL AMD BE
LIABLE TO ANY PERSON FOR ANY DIRECT, INDIRECT, SPECIAL OR OTHER CONSEQUENTIAL DAMAGES ARISING FROM THE USE OF ANY INFORMATION
CONTAINED HEREIN, EVEN IF AMD IS EXPRESSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

ATTRIBUTION
© 2013 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo and combinations thereof are trademarks of Advanced Micro Devices,
Inc. in the United States and/or other jurisdictions. SPEC is a registered trademark of the Standard Performance Evaluation Corporation (SPEC). Other names
are for informational purposes only and may be trademarks of their respective owners.
29 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL

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CE-4026, New Interfaces, by David Brebner

  • 2. New Interfaces Gestural & Cinematic experiences
  • 3. GESTURAL AND CINEMATIC The continuum of interaction Content Creation & Productivity Content Consumption and Entertainment From precise to casual 3 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 4. GESTURAL AND CINEMATIC Interaction with others Individual 4 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL Online Together
  • 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? • • • • • Lots of publicly available research and recommendations 5 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL Very little publicly available research and no industry guidelines
  • 6. GESTURAL AND CINEMATIC NEW INTERFACES What does the App do? Function Gestural 6 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL Minimal Consistent Obvious Cinematic
  • 7. GESTURAL AND CINEMATIC NEW INTERFACES Function How does the App look? Gestural 7 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL Cinematic Responsive Animated Explanatory Revelatory Delightful
  • 8. GESTURAL AND CINEMATIC NEW INTERFACES Function How do you interact? Manipulate Direct Responsive Reversible Hinted Consistent Gestural 8 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL 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 9 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 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 12 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 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
  • 17. HIGH SPEED ACCURATE MULTI TOUCH 17 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 18. FLEXIBLE PERFORMANT COMPUTE ARCHITECTURES 18 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 19. A GROWING RANGE OF GESTURE TECHNOLOGIES 19 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 20. A GROWING RANGE OF VOICE CAPABILITIES Client side – cloud side – hybrid 20 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 21. ATTENTION TRACKING Turned away Paying attention 21 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 22. VR 22 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 23. GPU EFFECTS Fluid simulation Paint, glass, chrome, plastic, environment, AO 23 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 25. UMAJIN APP BUILDER 25 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 26. UMAJIN APP BUILDER ANYONE CAN BUILD NEW INTERFACES 26 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 27. NEW INTERFACES MANY SCREENS From 4” 27 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL to 80”
  • 28. NEW INTERFACES TOUCH, VOICE, GESTURE Demo… 28 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL
  • 29. DISCLAIMER & ATTRIBUTION The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors. The information contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited to product and roadmap changes, component and motherboard version changes, new model and/or product releases, product differences between differing manufacturers, software changes, BIOS flashes, firmware upgrades, or the like. AMD assumes no obligation to update or otherwise correct or revise this information. However, AMD reserves the right to revise this information and to make changes from time to time to the content hereof without obligation of AMD to notify any person of such revisions or changes. AMD MAKES NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE CONTENTS HEREOF AND ASSUMES NO RESPONSIBILITY FOR ANY INACCURACIES, ERRORS OR OMISSIONS THAT MAY APPEAR IN THIS INFORMATION. AMD SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. IN NO EVENT WILL AMD BE LIABLE TO ANY PERSON FOR ANY DIRECT, INDIRECT, SPECIAL OR OTHER CONSEQUENTIAL DAMAGES ARISING FROM THE USE OF ANY INFORMATION CONTAINED HEREIN, EVEN IF AMD IS EXPRESSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ATTRIBUTION © 2013 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and/or other jurisdictions. SPEC is a registered trademark of the Standard Performance Evaluation Corporation (SPEC). Other names are for informational purposes only and may be trademarks of their respective owners. 29 | NEW INTERFACES | NOVEMBER 22, 2013 | CONFIDENTIAL