This document summarizes research conducted by Microsoft on developing haptic feedback for touchscreen devices. The research aimed to make touchscreens feel more like physical keyboards by using piezoelectric actuators under screen keys to simulate the tactile feedback of pressing physical buttons. The study found that piezoelectric actuators could successfully generate key-click sensations for individual keys without the whole device vibrating. The research identified voltage thresholds needed to generate distinguishable vibrations and tested subjects' ability to identify which key was pressed based on haptic feedback alone. The findings suggest that haptic feedback technology has potential to enhance the touchscreen experience and make it feel more like using physical buttons.
Microsoft shocked and blindsided tech watchers last month when in a largely predictable conference they pulled a rabbit out of their hats and launched what could be one of the most transformative products not just of this year but perhaps the decade
This document provides information about surface computing. It discusses Microsoft Surface, a large multi-touch tabletop computer that allows multiple users to interact directly on its screen surface using hands, brushes or other objects. Key features of surface computing include multi-touch interaction, tangible user interfaces using physical objects, support for multiple simultaneous users, and object recognition capabilities. The document also outlines the hardware components of Microsoft Surface and provides examples of its applications.
1) Consumer behavior has shifted from passive consumption to active participation as technology has fragmented services, allowing them to be mixed and matched like melodies.
2) This has resulted in infinite touchpoints between individuals who can now influence each other from celebrities to everyday people through live broadcasts to those similar to themselves.
3) Brands must provide more direct engagement and micro interactions rather than just promises, by staging custom experiences for involved consumers.
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Lynn Marentette
The following paper was one of my presentation references:
Shen, C., Ryall, K., Forlines, C., Esenther, A., Vernier, F. D., Everitt, K., Wu, M., Wigdor, D., Morris, M. R., Hancock, M., and Tse, E. 2006. Informing the Design of Direct-Touch Tabletops. IEEE Comput. Graph. Appl. 26, 5 (Sep. 2006), 36-46.
http://www.dgp.toronto.edu/~dwigdor/research/shen_cga_2006.pdf
Clifton Forlines, one of the paper's authors, is a researcher at Mitsubishi. He's posted all of his research papers, as well as links to video clips related to table top computing, all on one page: http://www.cliftonforlines.com/publications.php
Microsoft Surface is a new type of computing device called a surface computer. It uses cameras and infrared light to detect touch input, gestures, and physical objects placed on its horizontal touchscreen surface. This allows users to intuitively interact with digital content in natural ways using their hands and everyday objects. The technology could transform how people interact with computers in public spaces like stores, restaurants, and entertainment venues.
A computação ubíqua, muitas vezes conhecida por computaçãoo invisível, diz respeito a um novo campo de pesquisa que estuda a pulverização massiva de tecnologias computacionais no mundo real para construção dos chamados espaços inteligentes, como as casas do futuro onde TV, geladeira e sistema de iluminação se integram. Nestes cenários, através da integração de elementos da computação móvel e pervasiva, todos os elementos físicos e lógicos que compõem o ambiente são conectados entre si para o provimento de serviços ao homem. O objetivo desta apresentação é introduzir os principais conceitos da computação invisível e descrever como a tecnologia Java pode ser usada para viabilização deste conceito que se acredita ser o próximo grande paradigma computacional.
Microsoft shocked and blindsided tech watchers last month when in a largely predictable conference they pulled a rabbit out of their hats and launched what could be one of the most transformative products not just of this year but perhaps the decade
This document provides information about surface computing. It discusses Microsoft Surface, a large multi-touch tabletop computer that allows multiple users to interact directly on its screen surface using hands, brushes or other objects. Key features of surface computing include multi-touch interaction, tangible user interfaces using physical objects, support for multiple simultaneous users, and object recognition capabilities. The document also outlines the hardware components of Microsoft Surface and provides examples of its applications.
1) Consumer behavior has shifted from passive consumption to active participation as technology has fragmented services, allowing them to be mixed and matched like melodies.
2) This has resulted in infinite touchpoints between individuals who can now influence each other from celebrities to everyday people through live broadcasts to those similar to themselves.
3) Brands must provide more direct engagement and micro interactions rather than just promises, by staging custom experiences for involved consumers.
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Lynn Marentette
The following paper was one of my presentation references:
Shen, C., Ryall, K., Forlines, C., Esenther, A., Vernier, F. D., Everitt, K., Wu, M., Wigdor, D., Morris, M. R., Hancock, M., and Tse, E. 2006. Informing the Design of Direct-Touch Tabletops. IEEE Comput. Graph. Appl. 26, 5 (Sep. 2006), 36-46.
http://www.dgp.toronto.edu/~dwigdor/research/shen_cga_2006.pdf
Clifton Forlines, one of the paper's authors, is a researcher at Mitsubishi. He's posted all of his research papers, as well as links to video clips related to table top computing, all on one page: http://www.cliftonforlines.com/publications.php
Microsoft Surface is a new type of computing device called a surface computer. It uses cameras and infrared light to detect touch input, gestures, and physical objects placed on its horizontal touchscreen surface. This allows users to intuitively interact with digital content in natural ways using their hands and everyday objects. The technology could transform how people interact with computers in public spaces like stores, restaurants, and entertainment venues.
A computação ubíqua, muitas vezes conhecida por computaçãoo invisível, diz respeito a um novo campo de pesquisa que estuda a pulverização massiva de tecnologias computacionais no mundo real para construção dos chamados espaços inteligentes, como as casas do futuro onde TV, geladeira e sistema de iluminação se integram. Nestes cenários, através da integração de elementos da computação móvel e pervasiva, todos os elementos físicos e lógicos que compõem o ambiente são conectados entre si para o provimento de serviços ao homem. O objetivo desta apresentação é introduzir os principais conceitos da computação invisível e descrever como a tecnologia Java pode ser usada para viabilização deste conceito que se acredita ser o próximo grande paradigma computacional.
Flows map out user journeys and paths through an experience beyond simple site maps and wireframes. They show the steps, decisions, and transitions between states to guide users, improve conversion, and tell the user's story. Good flows start with goals, show progress and feedback, maintain context and consistency, and have clear calls to action at each step. Bad flows lack context and signage, are inconsistent, force the user to remember details, and focus more on features than the user experience.
The document discusses emerging interfaces for interacting with technology, including touchscreens, gesture recognition, augmented reality, and neural interfaces. It notes that mobile devices surpassed PCs for internet access in 2009 and interfaces will need to change to accommodate new technologies and form factors like touchscreens. Examples mentioned include augmented reality applications, Microsoft's Project Natal for gesture control without controllers, and neural interfaces being developed to allow communication via brain signals. The future of interfaces is predicted to involve more natural and intuitive interaction methods like touch, gestures, speech, and brain-computer interfaces.
Microsoft's latest gadget on Virtual Reality Technology, HoloLens.
HoloLens is a wearable device which works on the principle of holograms, blending your digital world with the real world.
This document appears to be a thesis report for a virtual reality interface design project. The summary is:
The document outlines research and design work done to make virtual reality more accessible. It discusses preconceptions about third party content, headset design assumptions, and the uncertain direction of VR. Research involved observing users experience motion sickness in VR games. The report also reviews the state of the VR field and technologies being developed to lower costs. The goal is to help more users, including those with visual impairments, have positive VR experiences.
HoloLens is an augmented reality headset developed by Microsoft that allows users to interact with holograms in the physical world. It contains sensors, processors, and transparent lenses that overlay holograms on the real world without wires or external devices. Potential applications include gaming, education, design work, and more. While promising new experiences, challenges include potential privacy and safety issues when in public. Overall, HoloLens represents the beginning of holographic computing and could change how people see and interact with the digital world.
1. The document summarizes a recap of mobile trends from June 2012. Tablets were taking over, with forecasts of 118.9 million tablets to be sold in 2012, nearly doubling from 2011. Forrester also heightened expectations for tablet penetration.
2. The concept of "Mobile First" was discussed, where mobile growth and constraints should be prioritized. Embracing constraints on mobile can teach designers lessons for desktop. Mobile also enables new innovative experiences.
3. A case study described how Tech Data Refresh magazine transitioned to a digital format to better serve resellers embracing digital and mobile. The new web app allowed customized content on any device to increase vendor communication and prove return on investment.
LUON WassUp Recap March 2013 - 3. the mobile landscapeLUON
The document discusses the shift to a multi-screen world where people use multiple devices. It notes that smartphones are the most common starting point for online activities. Finally, it highlights that mobile payment is an area seeing initiatives from many companies focusing on areas like credit cards in the cloud, NFC, and carrier billing.
This is the ppt of Upcoming "Microsoft Hoolens" which is a whole new technology. It is different from google glass. It makes us feel like,the digital world of our's is blended with our real world. As MICROSOFT is developing this concept, it was named as MICROSOFT HOLOLENS. This technology really leaves us perplexed.
Microsoft HoloLens is an untethered, holographic computer running on Windows 10 that allows users to see holograms overlaid on the real world. It uses augmented reality technology through its specialized components including a holographic processing unit, depth camera, sensors, and transparent lenses to project holograms for users to interact with using gestures, voice, and gaze. Some key advantages are its ability to provide hands-free interactive experiences for applications like education, design, and remote assistance, while disadvantages include potential fragility and privacy concerns.
The document describes a proposed mobile interface design called "The Future Touch" that features:
1) Gesture-based interactions like swiping and rotating to navigate interfaces and switch between apps and desktops for a natural user experience.
2) Customizable home screens, widgets, wallpapers and app icons to allow for personalization.
3) A "timeline" feature to organize photos, notes, messages and other files chronologically for convenient access and management.
4) Innovative clock faces and alarm settings for fun, engaging interactions.
5) Intuitive weather animations that visually represent changing conditions.
Microsoft HoloLens is a holographic computer running Windows 10 that allows users to see and interact with 3D holograms overlaid in their real-world environment without wires or connection to another device. It uses see-through holographic lenses, spatial sound, and sensors to overlay holograms onto the real world. The HoloLens contains advanced sensors, a Holographic Processing Unit, CPU, battery, and GPU to process terabytes of sensor data in real-time and render holograms without wires. It differs from virtual reality by allowing the user to remain aware of their real-world surroundings while interacting with holograms.
The document provides 7 tips for developing experiences for Google Glass using the Glass Development Kit (GDK). It discusses lessons learned from developing two fitness and productivity apps called LynxFIT and Genie. The tips are to 1) respect existing Glass UX patterns instead of reinventing the wheel, 2) provide timely feedback to maintain user engagement, 3) only interrupt the user with relevant feedback, 4) keep the screen on briefly when needed using the "glimpse approach", 5) prioritize rendering the UI and do processing in the background, 6) let users freely interact with the timeline and resume where they left off, and 7) avoid interrupting other Glassware and be interruptible.
Microsoft HoloLens is the first holographic computer that does not require wires or connection to another device. It allows users to see holograms overlaid in the real world. HoloLens features see-through holographic lenses, sensors, and a processing unit that allows it to understand the environment and overlay holograms without wires in real-time. HoloLens uses augmented reality technology to supplement real-world environments with virtual elements and can enable entirely new ways of communication, creation and exploration through holograms.
LUON WassUp recap - mar 2014 - 2. the mobile landscapeLUON
The document discusses recent developments in the mobile landscape. It notes that smartphones and tablets have matured with rising adoption rates and usage. Design trends are shifting to flat interfaces and card-based layouts. It also explores how screens are connecting through technologies like Bluetooth and WiFi Direct, allowing experiences to span devices. Sensors and connected devices are proliferating, enabled by technologies like Bluetooth LE, and these present new data opportunities for marketers throughout the customer journey. Key takeaways include the maturation of mobile, the rise of multi-screen experiences, and the value of sensor data from connected devices.
The Internet of Things is a HUGE Idea. It encompasses Consumer Devices, Connected Devices, Industrial Sensors, and Huge Amounts of Data. What if all of those "Things" could work beautifully in harmony, to create a complete a symphony of Real World interactions that removed friction from every aspect of our lives. Octoblu lets everyone from the Tech Dunce to the Computer Science Professor easily, and quickly connect the things that are important to you.
UX designers often think in broad strokes, but it's important not to lose sight of the small units that make up the user experience, the microinteraction. The tiniest misstep can result in major user frustration.
Discover ways to make our software feel less arbitrary and more predictable with deliberate attention to microinteractions.
Wearable technology is becoming increasingly common and can perform tasks like translating languages, navigating spaces, and monitoring health. Examples mentioned include Google Glass, which allows hands-free access to information, and fitness trackers from Fitbit. The document discusses how wearable technology is being used in various industries like healthcare, sports, retail, and more. Major companies are developing wearables and the market is predicted to grow significantly in coming years.
This document discusses the history and development of touchscreen technology. It describes early touchscreen devices from the 1980s that used infrared sensors to detect touch input. It then covers the development of multi-touch screens in the 2000s and 2010s, including innovations like Frustrated Total Internal Reflection that enabled intuitive multi-touch interfaces. The document also provides details on the working of different types of touchscreen sensors and controllers. Finally, it introduces touchless touchscreen technology developed by Elliptic Labs that allows control of devices through hand gestures without physical contact.
This document discusses redefining the useful life of smartphones by repurposing their components for new purposes. It notes that while smartphones are constantly being upgraded, this creates a surplus of older devices. The project aims to influence how people understand smartphones by reconstructing their context and perceived purpose. It explores deconstructing smartphones into their individual components and sensors to see how they could be combined in new ways outside their typical smartphone context. The document discusses literature on previous work repurposing smartphones and outlines some research questions around making these ideas more accessible to users and fostering creative thinking around transformations. It also covers trends like the Internet of Things that could impact possible new uses of smartphone components.
Flows map out user journeys and paths through an experience beyond simple site maps and wireframes. They show the steps, decisions, and transitions between states to guide users, improve conversion, and tell the user's story. Good flows start with goals, show progress and feedback, maintain context and consistency, and have clear calls to action at each step. Bad flows lack context and signage, are inconsistent, force the user to remember details, and focus more on features than the user experience.
The document discusses emerging interfaces for interacting with technology, including touchscreens, gesture recognition, augmented reality, and neural interfaces. It notes that mobile devices surpassed PCs for internet access in 2009 and interfaces will need to change to accommodate new technologies and form factors like touchscreens. Examples mentioned include augmented reality applications, Microsoft's Project Natal for gesture control without controllers, and neural interfaces being developed to allow communication via brain signals. The future of interfaces is predicted to involve more natural and intuitive interaction methods like touch, gestures, speech, and brain-computer interfaces.
Microsoft's latest gadget on Virtual Reality Technology, HoloLens.
HoloLens is a wearable device which works on the principle of holograms, blending your digital world with the real world.
This document appears to be a thesis report for a virtual reality interface design project. The summary is:
The document outlines research and design work done to make virtual reality more accessible. It discusses preconceptions about third party content, headset design assumptions, and the uncertain direction of VR. Research involved observing users experience motion sickness in VR games. The report also reviews the state of the VR field and technologies being developed to lower costs. The goal is to help more users, including those with visual impairments, have positive VR experiences.
HoloLens is an augmented reality headset developed by Microsoft that allows users to interact with holograms in the physical world. It contains sensors, processors, and transparent lenses that overlay holograms on the real world without wires or external devices. Potential applications include gaming, education, design work, and more. While promising new experiences, challenges include potential privacy and safety issues when in public. Overall, HoloLens represents the beginning of holographic computing and could change how people see and interact with the digital world.
1. The document summarizes a recap of mobile trends from June 2012. Tablets were taking over, with forecasts of 118.9 million tablets to be sold in 2012, nearly doubling from 2011. Forrester also heightened expectations for tablet penetration.
2. The concept of "Mobile First" was discussed, where mobile growth and constraints should be prioritized. Embracing constraints on mobile can teach designers lessons for desktop. Mobile also enables new innovative experiences.
3. A case study described how Tech Data Refresh magazine transitioned to a digital format to better serve resellers embracing digital and mobile. The new web app allowed customized content on any device to increase vendor communication and prove return on investment.
LUON WassUp Recap March 2013 - 3. the mobile landscapeLUON
The document discusses the shift to a multi-screen world where people use multiple devices. It notes that smartphones are the most common starting point for online activities. Finally, it highlights that mobile payment is an area seeing initiatives from many companies focusing on areas like credit cards in the cloud, NFC, and carrier billing.
This is the ppt of Upcoming "Microsoft Hoolens" which is a whole new technology. It is different from google glass. It makes us feel like,the digital world of our's is blended with our real world. As MICROSOFT is developing this concept, it was named as MICROSOFT HOLOLENS. This technology really leaves us perplexed.
Microsoft HoloLens is an untethered, holographic computer running on Windows 10 that allows users to see holograms overlaid on the real world. It uses augmented reality technology through its specialized components including a holographic processing unit, depth camera, sensors, and transparent lenses to project holograms for users to interact with using gestures, voice, and gaze. Some key advantages are its ability to provide hands-free interactive experiences for applications like education, design, and remote assistance, while disadvantages include potential fragility and privacy concerns.
The document describes a proposed mobile interface design called "The Future Touch" that features:
1) Gesture-based interactions like swiping and rotating to navigate interfaces and switch between apps and desktops for a natural user experience.
2) Customizable home screens, widgets, wallpapers and app icons to allow for personalization.
3) A "timeline" feature to organize photos, notes, messages and other files chronologically for convenient access and management.
4) Innovative clock faces and alarm settings for fun, engaging interactions.
5) Intuitive weather animations that visually represent changing conditions.
Microsoft HoloLens is a holographic computer running Windows 10 that allows users to see and interact with 3D holograms overlaid in their real-world environment without wires or connection to another device. It uses see-through holographic lenses, spatial sound, and sensors to overlay holograms onto the real world. The HoloLens contains advanced sensors, a Holographic Processing Unit, CPU, battery, and GPU to process terabytes of sensor data in real-time and render holograms without wires. It differs from virtual reality by allowing the user to remain aware of their real-world surroundings while interacting with holograms.
The document provides 7 tips for developing experiences for Google Glass using the Glass Development Kit (GDK). It discusses lessons learned from developing two fitness and productivity apps called LynxFIT and Genie. The tips are to 1) respect existing Glass UX patterns instead of reinventing the wheel, 2) provide timely feedback to maintain user engagement, 3) only interrupt the user with relevant feedback, 4) keep the screen on briefly when needed using the "glimpse approach", 5) prioritize rendering the UI and do processing in the background, 6) let users freely interact with the timeline and resume where they left off, and 7) avoid interrupting other Glassware and be interruptible.
Microsoft HoloLens is the first holographic computer that does not require wires or connection to another device. It allows users to see holograms overlaid in the real world. HoloLens features see-through holographic lenses, sensors, and a processing unit that allows it to understand the environment and overlay holograms without wires in real-time. HoloLens uses augmented reality technology to supplement real-world environments with virtual elements and can enable entirely new ways of communication, creation and exploration through holograms.
LUON WassUp recap - mar 2014 - 2. the mobile landscapeLUON
The document discusses recent developments in the mobile landscape. It notes that smartphones and tablets have matured with rising adoption rates and usage. Design trends are shifting to flat interfaces and card-based layouts. It also explores how screens are connecting through technologies like Bluetooth and WiFi Direct, allowing experiences to span devices. Sensors and connected devices are proliferating, enabled by technologies like Bluetooth LE, and these present new data opportunities for marketers throughout the customer journey. Key takeaways include the maturation of mobile, the rise of multi-screen experiences, and the value of sensor data from connected devices.
The Internet of Things is a HUGE Idea. It encompasses Consumer Devices, Connected Devices, Industrial Sensors, and Huge Amounts of Data. What if all of those "Things" could work beautifully in harmony, to create a complete a symphony of Real World interactions that removed friction from every aspect of our lives. Octoblu lets everyone from the Tech Dunce to the Computer Science Professor easily, and quickly connect the things that are important to you.
UX designers often think in broad strokes, but it's important not to lose sight of the small units that make up the user experience, the microinteraction. The tiniest misstep can result in major user frustration.
Discover ways to make our software feel less arbitrary and more predictable with deliberate attention to microinteractions.
Wearable technology is becoming increasingly common and can perform tasks like translating languages, navigating spaces, and monitoring health. Examples mentioned include Google Glass, which allows hands-free access to information, and fitness trackers from Fitbit. The document discusses how wearable technology is being used in various industries like healthcare, sports, retail, and more. Major companies are developing wearables and the market is predicted to grow significantly in coming years.
This document discusses the history and development of touchscreen technology. It describes early touchscreen devices from the 1980s that used infrared sensors to detect touch input. It then covers the development of multi-touch screens in the 2000s and 2010s, including innovations like Frustrated Total Internal Reflection that enabled intuitive multi-touch interfaces. The document also provides details on the working of different types of touchscreen sensors and controllers. Finally, it introduces touchless touchscreen technology developed by Elliptic Labs that allows control of devices through hand gestures without physical contact.
This document discusses redefining the useful life of smartphones by repurposing their components for new purposes. It notes that while smartphones are constantly being upgraded, this creates a surplus of older devices. The project aims to influence how people understand smartphones by reconstructing their context and perceived purpose. It explores deconstructing smartphones into their individual components and sensors to see how they could be combined in new ways outside their typical smartphone context. The document discusses literature on previous work repurposing smartphones and outlines some research questions around making these ideas more accessible to users and fostering creative thinking around transformations. It also covers trends like the Internet of Things that could impact possible new uses of smartphone components.
This document provides an overview of the future of user experience (UX) design. It begins with a short history of interfaces from command lines to graphical user interfaces (GUIs) to more natural interfaces. It then discusses emerging technologies like voice interfaces, gesture interfaces, and the internet of things (IoT). Examples of IoT devices and applications are provided. The document concludes by discussing opportunities and drawbacks of wearable technologies and how they are important as more devices become connected to the internet. Activities are interspersed throughout to have participants design IoT or wearable experiences. The key objectives are to describe the future of technology and UX, discuss why it's important, and learn to design the future in an awesome way
The document describes a study that investigated the effectiveness of tactile feedback for finger-based text entry on mobile touchscreen devices. The study compared performance on a device with a physical keyboard, a touchscreen without tactile feedback, and a touchscreen with tactile feedback added. Tactile feedback was provided through vibration and improved text entry speed and accuracy compared to the standard touchscreen. The results suggest that tactile feedback can help regain some of the feedback lost without physical buttons and improve touchscreen text entry experience.
CES 2015 featured over 3,600 exhibitors showcasing the latest innovations to over 160,000 attendees across 205,000 square meters of exhibition space. Key themes included the "Internet of Everything" and how it will connect diverse devices, generating new data. This connectivity will create new consumer experiences and opportunities for brands. Technologies on display included sensors, drones, 3D printing, virtual and augmented reality, wearables, screens and more. While many "connected" solutions remain to be proven, areas like connected cars, smart home devices, and health/fitness trackers showed clear benefits to consumers.
7 top technology trends and what they mean for brand experienceJack Morton Worldwide
Technology drastically impacts every aspect of the world around us these days, but it's harder than ever to integrate technology into live experiences in ways that are relevant, effective and above all seamless.
Discover our top technology trends and what they mean for brands, marketers and brand experience.
The document provides an overview of resistive touchscreen technology. It describes how resistive touchscreens work using two electrically resistive layers separated by a small gap. When the layers are pressed together at a point, this allows the location to be detected. It discusses the different types of resistive technologies including analog 4-wire, 5-wire, 8-wire and digital matrix. The key features of resistive touchscreens are also summarized such as low cost, ability to work with any input material, and improved durability and visibility compared to earlier versions.
This document summarizes a seminar report on Microsoft Surface. It describes Surface as a new type of computing interface that uses touch interaction on a horizontal display surface rather than traditional keyboards and mice. The report provides details on the history of Surface's development at Microsoft since 2001. It also describes key aspects of surface computing like direct interaction, multi-touch, multi-user capabilities, and object recognition. The document outlines some built-in applications for Surface and provides specifications for early Surface computers.
A critical research study on the impact of virtual reality.docxpatrickwaweru11
This document analyzes the impact of virtual reality technology on interaction design. It discusses the history and concepts of virtual reality and how it has evolved over time with advances in technology. Virtual reality started in the 1950s but became more common in the late 1980s and 1990s. It has since gained applications in various fields like gaming, medicine, military, construction, and more. The study finds that virtual reality greatly complements interaction design by bringing a more convenient and immersive experience compared to traditional technologies. Whether in the present or future, virtual reality has broad potential to positively impact interaction designs in more advanced ways.
The document discusses how the Internet of Things will connect trillions of smart devices, enabling new types of interactions. It describes how these tiny devices using technologies like nanoelectronics, OLEDs and thermochromic materials can sense their environment and users. This will allow devices, environments and even clothing to recognize users and react accordingly without needing direct interaction. It envisions a future where networked objects and data can influence experiences and tailor them uniquely for individuals.
Sixth Sense is a wearable device developed by Pranav Mistry that uses a camera, projector, and mirror coupled with a mobile phone to augment the physical world with digital information. It allows users to access information about their environment or objects by pointing their hands, and interact with this information using natural hand gestures. The camera recognizes hand gestures and objects, sends this data to the connected mobile phone for processing, and the projector projects the output back onto physical surfaces and objects, blending digital information with the physical world. This effectively gives users a "sixth sense" by bringing intangible online information into the tangible world in a seamless way.
This document discusses human-computer interaction (HCI) and its evolution and future expectations. It covers:
1. How interfaces have evolved from GUIs to gestures and from fixed displays to smart fabrics. Mobiles have also replaced handsets and allow interaction with real-world objects.
2. How increasing technology integration has changed how devices are presented and made people more dependent on computers while also connecting people in new ways.
3. The goals of HCI including influencing research, providing tools and knowledge for designers, and raising public awareness of computers. Good interface design considers users, tasks, environments, and feasibility.
An Overview of Interactive Surfaces: Applications, Sensors, and Dimensionsgaup_geo
This document provides an overview of interactive surface technology by exploring applications, sensors, and dimensions. It surveys application areas such as entertainment, collaboration, communication, computer interfaces, and customer-vendor interfaces. It also breaks down sensing technologies like capacitive touch screens, optical imaging, and frustrated total internal reflection. Finally, it discusses the size and complexity of different interactive surfaces. The goal is to give a broad overview of current interactive surface technology applications and sensing methods.
The Future of UX: What designers need to know to stay aheadDoralin Kelly
The document discusses upcoming trends in UX design and what designers need to know to stay ahead. It covers conversational commerce using chat/messaging interfaces, virtual reality which creates immersive 3D environments, and augmented reality which supplements the real world with additional digital elements. For each trend, it provides examples and considerations for UX design, such as designing interfaces within VR worlds and accounting for environmental conditions with AR. It emphasizes that designing for these new technologies is a major opportunity for UX designers to help define best practices. To future-proof their careers, designers need to obsess over emerging technologies that transform user interactions.
This document discusses multi-touch technology and its applications. It begins by defining multi-touch as a touch screen interface that allows two or more fingers to interact with the screen simultaneously. It then discusses some key advantages of multi-touch interfaces, including being more intuitive than single-touch or mouse-based interfaces as gestures mimic natural human movements, allowing for easier zooming and scrolling functions. The document also notes some disadvantages like requiring both hands and full visual attention. Finally, it proposes some business applications that could benefit from multi-touch, such as the medical field for sharing images during diagnoses, and legal professionals for interactive trial presentations.
The document discusses how interactions with technology are becoming more natural and intuitive through innovations that require no interface. It highlights emerging technologies like voice recognition, gesture control, haptic feedback, and augmented reality that are fueling consumer demand for more seamless interactions with devices. Heavy mobile usage and the rise of connected devices and notifications are intensifying the need for more natural ways to access digital information and services without staring at screens.
This document discusses various perspectives on the role of technology in modern society. It presents extracts from recent articles on how technology is affecting lives, jobs, learning, and more. Both benefits and dangers of technical progress are noted. Opinions are mixed regarding topics like smartphones in the classroom, changing work environments with artificial intelligence, and equitable access to technological advances.
The document discusses human-computer interaction and provides details about human input and output channels such as the senses of sight, hearing and touch that provide input and the motor functions that provide output. It then focuses on vision, describing the anatomy of the eye and visual perception, including topics like perceiving size, depth, brightness and color. The document also covers some basic concepts in color theory.
Designing for Windows Phone and other touchscreen devices - A presentation given at the recent BizSpark Camp event at Microsoft HQ in London on design and UX considerations for the upcoming Windows Phone
HCI in Smart glasses:
▪ popular smart glasses on the market and their mainly used sensors;
▪ interaction methods in smart glasses;
▪ application fields of smart glasses (in particular, healthcare field);
1. To what extent will developments of
feedback in touchscreen devices impact its
future functionalities?
Extended Project Qualification (AQA Level III)
Harry Vigolo
10/19/2015
2. 1
Table of contents
Table of contents………………………………………………………………………...…1
Abstract……………………………………………………………………………………..2
Introduction……………………………………………………………………………...…3
Microsoft and the Journey of Key-Click Feedback
- Introduction……………………………………………………………………..…...4
- Method………………………………………………………………………………6
- Results.........................................................................................................................7
Microsoft and Haptic Feedback Part II: SlickFeel
- Introduction………………………………………………………………………….8
- Method………………………………………………………………………………9
- Results……………………………………………………………………………….9
Final Conclusions…………………………………………………………………………..10
3. 2
Abstract
Touchscreens have become a staple part of the way we work and interact with others. Through
touchscreen,we can have a larger screen space that can be used for both typing, and various other
uses, but so far,it has been a mainly two-dimensional experience where the actions on screen have not
matched the precision of manual inputs. Most of us continue to use computer keyboards over the ones
on our tablets because they provide more reliable and consistent typing, mainly due to the presence of
physical buttons which allow us to be precise yet swift in actions. This study examines the increasing
the level of haptic feedback,which is the sensory feedback received by our fingers as we type, using
small, inconspicuous actuators to deliver a much more enhanced responsiveness from the screens we
use, and has found that existing technology does indeed allow for much more than we currently have
whilst using our devices.
4. 3
To what extent will developments of feedback in touchscreen devices impact its future
functionalities?
In every generation there exists a diverse amount of celebrated and acclaimed technological
innovations that have defined those eras,be it the invention of the lightbulb by Edison in the late
nineteenth century, or the discovery of penicillin by Alexander Fleming and sustained man made
flight from the Wright brothers in the early twentieth centuries, these revelations went on to define
their respective ages and create a lasting impression on ages to come. They also share similarities. For
example, most of the aforementioned innovations can be attributed to very few individuals, yet have
undergone countless modifications, to refine and perfect their technologies, bringing new uses and
comfort. Simple, yet highly important advancements such as the introduction of the inert gas to the
lightbulb bring us longer lasting light, the application of penicillin to discover new antibiotic remedies
have saved countless, and the jet engine has allowed quick and convenient trips. Although the starting
model remains essential, all the countless evolutions of such technology have impacted the world just
as much as the original. For reference,electricity is STILL produced, by and large, through the
Victorian age method of turning a big fan with steam to create an alternating current, yet we have
developed far more methods of creating steam other than burning coal.
From my point of view as an enthusiast in portable devices, and as a keen follower of recent
occurrences in the current technology world, I believe that the common touchscreen will be one of
those generation defining advancements,seeing new uses and adaptations in the coming decades.
Already, the onset of the touchscreen device has found incredible mainstream popularity, the
smartphone industry alone becoming worth $270 billion in the short space in between 2000 to 20151
,
with Apple Inc. making sales of nearly 170 million iPhones in 20142
.
The technology in question has just achieved its golden age, and today, it seems that many firms that
are already involved in the manufacture of touchscreen devices are keen to find the next big thing.
This is a time where the average smartphone is seen everywhere,even in the developing world due to
the appearance of low-cost smartphones and tablets, therefore it is not impossible to imagine a new
change that will revolutionise the way some use touchscreen. This study will focus on the research
behind the latest ideas in making users feel immersed in the experience that is touchscreen, may they
be from researchers,or the market leaders in tech, new applications and modifications to existing
touchscreen that will improve our experiences are being worked on as this is read,and perhaps in the
coming years it will manifest itself in our daily lives.
3
1
Statista.com, (2015). Global revenue from smartphones from 2008 to 2015 (in billion U.S. dollars). Retrieved June 23,
2015, from: http://www.statista.com/statistics/237505/global-revenue-from-smartphones-since-2008/
2 Statista.com, (2015). Global iPhone sales in the fiscal years 2007 to 2014 (in million units). Retrieved June 23, 2015, from:
http://www.statista.com/statistics/276306/global-apple-iphone-sales-since-fiscal-year-2007/
3
Google.com, (2015). Search: “Origin of word haptic.” Retrieved September 29, 2015, from:
https://www.google.co.uk/search?q=origin+of+word+haptic&oq=origin+of+word+haptic&aqs=chrome..69i57j0.9888j0j7&s
ourceid=chrome&es_sm=93&ie=UTF-8
5. 4
Microsoft and the Journey of Key-Click Feedback
The word haptic originates from the classic Greek haptikos,meaning able to grasp or to touch and
when one thinks of touchscreen,their immediate reaction is to imagine the screen,and of course,its
ability to be operated using their sense of touch.
However the touchscreen is not particularly touchy at all. At least that’s what the ladies and
gentlemen at Microsoft’s research centres would suggest.
Many touchscreen smartphones have a system of what is called
haptic feedback in place. These tend to be crude implementations
of vibrations in the device to inform the user of a certain activated
function. A simple use of this is present on my old HTC Wildfire:
whenever any of the four ‘keys’ on the bottom of the device were
touched, the phone vibrated, alerting me that I had just pressed
something. But that was it. The vibration gave me no indication of
whether I had just touched the home button, or the menu button,
and the separate keys did not feeldifferent at all, as the glass was not
raised. Therefore by the second week of using the phone, I had already
deactivated not only these vibrations, but also the vibrations for the
keyboard. In my opinion, the functionality of such a feature was palpable at best, as the entire
smartphone was vibrating, limiting the use of having haptic feedback as a way to give the user more
information.
If separate,individual objects displayed on the screen could be identified through the sense of touch,
not only would it give greater user experience and comfort, but also open up a new way that we as
media consumers and workers use something such as smartphones and tablets. The haptic research
team at Microsoft have spent years developing their own breeds of haptic feedback, both of which
seek to enhance the interactions between user and device. In doing so, Microsoft hope to be able to
bring us into the world of faux 3D screens, to give us the ability to experience our sense of touch on a
touchscreen the same way we would do from pressing a button on a camera,or feeling the buttons on
a keyboard sink as we type.
This has become the main aim of Hong Z. Tan4
, senior researcher at Microsoft Research5
,and the
recent study undertaken on ‘Key-click Feedback Signals on a Virtual Keyboard.’6
In this study, the developers used existing and well received experimental results from a range of
earlier sources7 8 9 10
, which had previously attempted to create an immersive tactile feedback,
4
https://engineering.purdue.edu/~hongtan/
5 http://research.microsoft.com/en-us/news/features/haptics-080514.aspx
6 Jin R. K., Xiaowei D., Xiang C., Carl P., Desney T. and Hong. Z. T. (2012). A Masking Study of Key-Click
Feedback Signalson a Virtual Keyboard.Retrieved July 4, 2015, from:
http://research.microsoft.com/pubs/184101/C58_JRKim_etal_EH2012.pdf
ALL ARTICLES USED BY THE MICROSOFT RESEARCH TEAM:
7
Winfield, L., Glassmire, J., Colgate, J.E., Peshkin, M.:T-PaD:Tactile pattern display through variable friction reduction.
In: Proceedings of World Haptics Conference 2007,
pp. 421–426 (2007)
8
Bau, O., Poupyrev, I., Israr, A., Harrison, C.: TeslaTouch: Electrovibration for touch surfaces. In: Proceedings of UIST
2010, pp. 283–292 (2010)
9
TouchSense 1000 HapticSystem (January 30, 2012), http://www.immersion.com/products/touchsense-tactilefeedback/
Figure 1.
A HTC Wildfire, with its capacitive
touch buttons visible. 1
6. 5
without vibrations permeating throughout the entire device, known as global feedback,or to
implement various levels of vibrations to simulate the difference in friction of some surfaces.
They state that there are many options available to achieve this, such as attaching actuators on the
surface of glass, instead of inside the circuitry to provide direct interactions to the touching finger, or
employing ultrasound/electrovibration to rapidly vibrate glass and therefore allow a greater level of
feedback. The limitations, and one of the major points that the team wished to improve upon was the
use of this technology with multiple fingers touching the device.
This is obviously influential in making the recent technology viable to implement on current devices,
as the vast majority of users type quickly on their keyboards, so any inaccuracies caused by the
limitations of hardware would be commonly seen and quite literally felt frequently. It had been seen
that these methods were unable to offer feedback to all fingers on the screen and for this reason
Microsoft made fixing this one of their priorities. This had been tried before by applying various
actuators to the screen at each key of the keyboard11
, or by keeping the area of tactic feedback
restricted to a small area12
. The drawback for the latter would be of decreased user experience,as a
number of the keys emitting feedback is lost, which was viewed as too great a loss.
Instead, the team focused on improving and manipulating the former idea of applying multiple
actuators below the surface,using a larger touchscreen to make up for the fact that each vibrating part
would be closer together. This is the most obvious limitation of such technique. With current
technology, parts that would vibrate and cause these key-click simulations are far too large to
implement numerously and effectively. There is also the large cost and efficiency of placing so many
small devices in a gadget, so the product may end up costing much more than a regular touchscreen,
affecting its total sales and the overall success of a release. However,there have been previous
innovations that have garnered much attention, such as the curved screens of some LG smartphones
and the Samsung Galaxy S6 Edge’s bent corners. Furthermore, Apple Inc. recently released their
Apple watch previously this year,which was extremely popular and used a similar set of vibrating
parts to create a tap-like sensation on one’s wrist whenever a notification was available. Although the
smartwatch was sold at the high retail price of US$350 in the US, there was significant demand for it,
swaying some doubts about whether a manufacturer would be able to afford such a product.
In the experiment, two identical simulators were constructed to mimic the keys of a zero-travel
keyboard which are commonly seen on smartphones; tablets etc. that emulated the tactile (felt)
feedback from a keyboard on something such as a laptop or PC. This was achieved by implementing
two-layered piezoelectric actuators into the surface. Piezoelectricity refers to the accumulated electric
charge ‘in certain solid materials in response to applied mechanical stresses.13
Once again,the word is
derived from Greek, piezo or piezein, meaning to squeeze or to press.
1000-series/index.html
CONT.
9
Poupyrev, I., Maruyama, S.: Tactile interfaces for small touch screens. In: Proceedings of UIST 2003, vol. 5, pp. 217–220
(2003)
11
Jansen, Y., Karrer, T., Borchers, J.: MudPad:localized tactile feedback on touch surfaces.
In: Adjunct Proceedings of UIST 2010, pp. 385–386 (2010)10
12
Luk, J., Pasquero, J., Little, S., MacLean, K., Levesque, V., Hayward, V.: A role for haptics
in mobile interaction: Initial design using a handheld tactile display prototype. In:Proceedings
of CHI 2006, pp. 171–180 (2006)
13 Piezoelectricity,From Wikipedia, the free encyclopaedia. Retrieved July 8, 2015, from:
https://en.wikipedia.org/wiki/Piezoelectricity
7. 6
Figure 2; (b)
The two FSRs below each key,
measuring a 4mm diameter active
area taped on with clear tape.
Figure 2; (c)
The pink dot on each key.
Figure 2; (d)
A participant during testing: the plastic
container with opaque top and the foam
pad clearly visible.
This is incredibly important for the function of emulating the press of a
keyboard, whilst remaining efficient in its method of producing the
sensation of touch. As one could assume, using piezoelectric actuators
removes the need for a lot of electricity to be supplied, which could
conserve battery life as the charge is produced on demand from the simple
action of pressing the screen. As soon as the finger presses the key, the
force sensing resistors (FSRs) are triggered and a signal is delivered to
an appropriate actuator, allowing it to initiate its vibration, giving the
key-click feedback.
For each key, a two layered piezoelectric actuator was placed between
two clear plastic layers with two individual FSRs on one side. Figure 2;
(a) displays the piezoelectric actuator whilst Figure 2; (b) gives a view of
the two FSRs attached to the bottom of the key, two being to minimise
the chance of a press not being identified. A red dot was also placed on
top of each actuator/key which acted to help participants remain each
finger on the key (Figure 2; (c)).
Each key was then placed on top of a thick foam pad to isolate the active
vibrations of each actuator from the hard surface of the table and the two
keys were placed in a clear box with an opaque top and open front.
Allowing the user to place their wrist and hand on the table, yet not be
able to see the keys. This acted to prevent foreign interferences,whilst
each participant wore noise-reduction headphones, listening to pink noise
to avoid auditory cues from the moving parts.
The experiment carried out in the study covered a range of test subjects of
equal number male and female and an age of average 27 years. Of the 12
participants, 4 identified as left handed, whilst the other 8 were right
handed.
After each FSR was activated, the waveforms sent were independently
controlled by two output channels from a single soundcard (a device
which can be slotted into a computer to allow the use of audio components
for multimedia applications.14
) that went through a voltage amplifier with a
gain of 100, before reaching the piezoelectric actuators. When the
piezoelectric actuators received the sinusoidal pulse, which is a wave
frequency that oscillates like a sine/cosine curve, it emits a response that
feels like a ‘”crisp” key click.’ To measure the vibration speed and
frequency, the acceleration of the red dot per voltage (ms^-2V^-2) was
noted. Maximum acceleration was found to be 6.83 ms^-2, where each
voltage gain corresponded to +0.0683 ms^-2. Therefore the voltage of
100 is suitable to reach the desired acceleration.
14 As defined by Google.com;
https://www.google.co.uk/search?num=100&safe=off&espv=2&q=define+sound+card&spell=1&sa=X&ei=4U -
iVd-mKoLWU7fngfAH&ved=0CBsQBSgA&biw=1920&bih=955
Figure 2; (a)
The piezoelectric actuator, consisting of
a 22mm ceramic disk mounted on a
35mm metal disk.
8. 7
For each participant, out of three cues,one included the
haptic feedback emanating from the makeshift key. If a
participant could not distinguish the key-click sensation
from the others, the next round included a stronger haptic
feedback. Likewise if it was identified, the participant
would receive a slightly lower strength feedback.
This was repeated until a precise threshold for
identification from each candidate was identified. For
example, on top, Figure 3 contains the results of trials on
one test subject. It is clearly shown that the level of
vibration required changing severaltimes until the average,
most accurate minimum threshold was identified, to identify the key-click on the finger and nowhere
else. This was carried out to ensure that the technology would be able to function not only with a wide
range of users, but also able to personalise itself to any person, and change the strength depending on
each user’s needs.
For this participant, the minimum required level of vibration was at 36.3 dB, but this varied amongst
the persons involved in the experiment. Results also differed, as each candidate used different fingers
from both hands, and eventually it was found that the sensitivity of the middle finger was higher than
the index when both fingers were being used during testing, and that it was harder to identify the
haptic feedback when only one hand with both fingers was being tested.
In light of the results from testing, it is shown that when using a device with both hands, a lower level
of vibration will be needed than with only one hand. This is because participants noted the vibration
as being easier to detect with inactive fingers that are not typing when using a single hand. This
dilemma is one of the main concerns surrounding the use of vibrating tactile feedback,and can be
explained due to an illusion, where different stimuli on two locations on the skin create the illusion of
there being a single stimulus in between both points of skin, known as the topographic location. This
limitation may have made it harder for participants to identify haptic feedback when they were using
two adjacent fingers from the same hand and therefore understandably manipulate the effectiveness of
implementation. However, I believe that if used correctly, it can be compensated for by simply
calculating the midpoint between two fingers, and instead creating feedback that would have a
topographic location on the finger that has actually pressed a button.
Yet another limitation involved is mentioned as being the way in which, only two fingers, one
receiving actual feedback,and the other a passive signal that emanates from the mechanism, were
used. In actual circumstances,one would be utilising a variety of fingers from both hands on a
keyboard, and therefore the results for only two fingers may predict, but not accurately measure the
overall impact of residual vibrations on surrounding fingers. In such occasions where double handed
typing is being used, then the keyboard may use a lower vibration, as shown in the conclusions, when
using both hands, the feedback is more discernible. The result of this would be that users would still
feel the appropriate amount of feedback, but not experience less “leaking” sensations from other
fingers.
The cost of implementing piezoelectric actuators may also be quite small, or large depending on the
model that is to be used. I have found that the larger and more specified the actuator is, the more
expensive they become, although it is according to my research that those of standard quality are
Figure 3
Test results for one participant, using
both index and middle finger on the
right hand (Middle finger receives
feedback.)
9. 8
Figure 4.
The SlickFeel setup, clearly showing the
piezoelectric actuators surrounding the
back of the touchscreen, the larger ones
for click feedback and the smaller for
manipulating vibrations.
priced at $0.5-$5.0 each15
. I believe that depending on the amount of actuators used, it would add a
hefty sum to overall cost of production, as including disks to a tablet-sized screen would be a total of
up to 7x4x5=$140 per product. Obviously this will add far too much to the finished cost of each
device, but depending on the actuator used, the total cost of implementation could be as low as
7x4x0.5=$14. It is for this reason that I also question the affordability of this method of haptic
feedback,especially if it is to be used in smaller screens,where more,smaller piezoelectric actuators
must be utilised.
So far, I have explored simple uses of notifications, the feedback remains what it was before, only
feedback. It has been a way to give users more information regarding the actions of the device. While
it may improve efficiency of typing by simulating the real world sensation, and add to the immersive
experience that has become the aim of modern technology, it still fails to be elegant enough. A user is
still unable to type as well as they would when using a regular keyboard or playing a game that
involves a button. To emphasise, as I am rather unskilled at using a keyboard, typing still requires my
sense of touch. I rely on my fingers to be able to feel around the keys, using all sensory information
available to me and not just the click that occurs when I type. Being able to actually distinguish from
the sense of touch, all the individual keys whilst typing, is a great benefit that cannot be overstated to
the average user,and combined with the key-click feedback that Microsoft have developed could
possibly revolutionise the efficacy that feedback presents. Imagine a workplace where large tablets
are main-purpose computers, as there is no obvious drawback to using it. The screen is large enough
to support a full-range keyboard that types as quickly and effectively as a traditional one, and can
possibly be combined with a USB mouse, making the experience as seamless as possible. This is
beneficial as work could be done on the move, particularly in the U.S. where New York is due to
receive wide-ranging free,high speed Wi-Fi through the project LinkNYC.16 17
. Of course, replacing
full sized computers with touchscreen devices may take a while, however the same team at Microsoft
have been developing the complementary project to this technology.
The previous study had mentioned in its introduction various anterior publications of past uses of
using a variety of pre-calibrated vibrations. Microsoft decided to do their own experiments, hoping to
find a way to build on previous successes18
.
Microsoft and Haptic Feedback Part II: SlickFeel
Attempting to recreate the sensations of click using
vibrations had been tried before, in reference to past
papers looked at by Microsoft, but in this situation
actuators were applied to increasing or decreasing the
amount of friction felt by a user whilst sliding one’s
15 http://www.alibaba.com/product-detail/piezo-electric-ceramics-Piezo-multilayer-
actuator_2001485334.html?spm=a2700.7724857.35.1.bmYaHq
16Nate B.: New Yorkers to get free Wi-Fi via old phone booths in Google-funded project, 2015 Guardian News
and Media Limited. Retrieved 12 August,2015, from: http://www.theguardian.com/cities/2015/jun/29/new-
york-free-wi-fi-phone-booths-google-sidewalk-labs
17Link NYC Official Web Page: http://www.link.nyc/
18
Xiaowei D., Jiawei G., Xiang C., J. Ed C., and Hong Z. T. (2012), SlickFeel:Sliding and Clicking Haptic
Feedback on a Touchscreen,Retrieved September 10, 2015, from;
http://research.microsoft.com/apps/pubs/default.aspx?id=184102
10. 9
finger over a screen. Just as a keyboard has gaps in between keys with no friction, the research project
centred on the ability to identify different areas of the screen using only the level of friction. This can
be deemed as the next step in making touchscreens feelmore lifelike and genuine whilst typing but at
the same time remain with a completely flat screen.
A Kindle Fire tablet was used during testing, suggesting that the vibrations can be easily applied to
other devices with large touchscreens. As a large basis of the testing was to try and reduce the time
spent by users looking at the screen instead of being able to do what many more skilled at typing do
naturally, which consists of using touch senses instead of vision.
Once again, piezoelectric actuators acted to produce the feedback, placing 4 on all vertices of the
tablet, known as “haptic units”. Each were made of 1.7mm glass and two sets of piezos glued to each
other, activated at around 30 kilohertz (kHz), just enough to vibrate the glass and influence the
amount of friction felt by the user from certain parts of the screen.
This is done by mapping where the finger is on the screen of the Kindle, which then sends information
over Wi-Fi to a local PC. The PC interprets the information and relays input signals via USB to a
driver board, which acts to amplify and control the signal sent to each actuator to produce the exact
amount of friction. Depending on the frequency of the vibrations created,a different level of drag
across the screen is formed. This is due to a very small amount of air trapped between the screen and
one’s finger creating the illusion of the screen feeling smoother or stickier depending on the
frequency. (No data was provided in the study regarding the frequencies used, only that by
manipulating the way the glass above the screen vibrates,it createsmore or less drag.)
The mechanism was then used to adapt rendered buttons and
other features on screen to contain different levels of
friction, which were then used to carry out tests on its
efficacy in improving user experiences. Two different
activities were prepared; one to distinguish between four
different types of virtual buttons and the other a simulated
typing exercise using the key-click haptic feedback
previously investigated.
The first test consisted of familiarising the users with
sensing the friction change throughout the screen itself and
contained four buttons, two ‘plastic’ and two ‘metal’ which
varied in style, one of each pair appearing flat and the other
of teach pair perceived to be raised. The raised buttons were
given a higher friction whilst the others were given less and
the metal buttons also appeared to be less sticky than their
plastic counterparts. The participants were asked to run their
finger over the different buttons until they became
accustomed to differentiating each individual button by
touch, and eventually each of the persons involved were
given the extra challenge of typing.
The simulated typing exercise was specially created for the
testing of how well friction worked on identifying the
separate keys on a screen,with one thumb on the left used to
cycle between letters of the alphabet in sets of three
consecutive letters by scrolling through the “ribbon.” This
ribbon had a higher level of friction compared to the rest of
the screen that allowed it to be identified without removing
Figure 5.
The buttons rendered on the screen of
the Kindle Fire Tablet. Each buttons has
a distinct feel and consist of 2 “metal”
and 2 “plastic” buttons.
Figure 6.
The simulated typing exercise, with the
letter scroll and buttons visible.
11. 10
eyesight from the line that was being typed on. On the other side of the screen, the right thumb had
three “buttons” which acted to choose one of the three letters: top, middle, bottom, which also had a
higher friction so that they could be used without sight. To enforce this rule of no eye contact with the
input mechanism, the light grey outlines of the buttons and letter ribbon faded after 3 seconds of
continuous input.
These experiments also had no data to refer to. Unlike the Key-click feedback study, there exists no
information on the range of tested frequencies or concentration of actuators that were under the
screen,therefore making it harder to tell if this was difficult or costly to implement. We are only told
that the system was hooked up, by Wi-Fi to a PC, which sends data back via USB. This process would
drain the battery life of a device and become cumbersome if the USB cable were to be dangling from
the touchscreen to the PC. There was no typing error tally to test efficiency, nor a time trial to see how
utilising varying levels of friction on input could change the speed of typing on a normal keyboard.
Conclusions
Although the research paper concludes that “SlickFeel provides both sliding and clicking feedback on
a touchscreen through a single hardware setup.19
” This setup does not seem to be as refined and as the
previous study regarding emulating clicks on a keyboard, as the hardware is rather excessive and the
permanent need for Wi-Fi adds to the problem by requiring a constant connection. Although I feel that
this is a prominent issue with the technology, I have no doubt that continued efforts would allow for a
more compact and effective method of friction integration. After all, integration with a Kindle Fire
proves that it already functions well with existing technology, simply requiring few adaptations to
improve leaps and bounds. Both techniques of Key-Click feedback and SlickFeel have already been
demonstrated in a video published on the Microsoft Research website20
,showing a demo of all their
haptic projects over the years,one of which named “Electrostatic Haptics” which acts to use opposite
charges between the finger and the screen to attract them and create friction. Recently, different
developers such as Fujitsu21
have begun the process of creating their own haptic tablets that
implement different levels of friction, making the introduction of such technology all the more
possible.
Furthermore, in a boon to the possible implementation of SlickFeel and Key-Click feedback,the
release of the iPhone 6s has led to the introduction of 3D Touch, previously known as Force Touch
(As Huaweibeat Apple to the trademark) that existed on the Apple Watch. Force Touch was a method
by which pressing the screen harder would introduce new options, such as pressing with greater force
on the clock face to customise it to your liking, and was implemented into the iPhone 6s. On the
iPhone it is mainly used to bring extra options, as was done with the Apple Watch and another few
gimmicks, introducing a new haptics engine. As this technology is recent and patented, it is
impossible to find all information on how the technology works, but the patent includes much detail
on how it functions and is believed to have been in development since 200622
. For reference,I have
19
Xiaowei D., Jiawei G., Xiang C., J. Ed C., and Hong Z. T. (2012), SlickFeel:Sliding and Clicking Haptic
Feedback on a Touchscreen,Retrieved September 10, 2015, from;
http://research.microsoft.com/apps/pubs/default.aspx?id=184102
20Microsoft Research, (2014), Haptic Feedback at the Fingertips,Retrieved 13 September, 2015, from;
http://research.microsoft.com/apps/video/default.aspx?id=226096
21 Fujitsu Develops Prototype Haptic Sensory Tablet;
http://www.fujitsu.com/global/about/resources/news/press-releases/2014/0224-01.html
22 Patentlyapple.com, (2015), Apple's Force Touch for iPhone Invention was Published Today, Retrieved
September 29, 2015, from;
12. 11
included the link to the official YouTube video.23
My interest is not to see how photos are enlarged by
pressing with force on the screen,but how Apple’s new technology can be combined with these
studies of haptics carried out by Microsoft Research.
Picture a touchscreen tablet, one which you could feel around the keyboard with, identifying all keys
by touch and dismissing the need to look. Next, as one begins to type, he feels the button click, and
click only once you have pressed the key with enough force to activate it. This is a perfect outcome.
With SlickFeel, the tablet will be able to reproduce the friction felt on the keys of a keyboard, and
how it disappears for a split second as you move to another. Although you may be in contact with the
screen, the keys are not activated and text is not typed until you have pressed with the force required,
which the 3D touch from the iPhone 6s has demonstrated works perfectly with no exemption. Finally,
as you click the key, the sensation of the key dropping then popping back up hits your finger to allow
you, the user, to continue typing when the letter has been confirmed as pressed. Overall, it creates a
lifelike simulation of a real keyboard, but without the lump of plastic mechanisms found on a physical
one. The buttons are easily identifiable and require force to be pressed, and finally the user themselves
receives confirmation, allowing them to know if a mistake has been made.
The result will be a function of the device that has no real operational flaws, although it may add a
few extra grams to the final product, due to SlickFeels rather rugged setup, the electrostatic haptics
introduced by Microsoft remove the need for external processing of data, while maintaining the
functionalities seen previously.
In the future, I sincerely hope to see a product retail which offers such benefits to the user. Most
consumers prefer original computers to large tablets as so far,they have been proven to be inefficient
and much more difficult to perform typing effectively. At the present time a set of virtual keys cannot
surpass physical keyboards, with a limited amount of sensory feedback, it is for this reason why at
tech conferences,instead of rows of journalists with tablets, portable computers are used instead. The
same is true for workplaces, whilst devices such as the Microsoft Surface that use a large touchscreen
are already on the market, few take advantage of the portability and power that comes with a full
Windows experience on what is effectively a tablet. They are built for on the go work and in tight
spaces such as public transport or conferences,where space is tight but are shunned for more
demanding, power hungry laptops.
The complete package may require a few more years of development, however at the rate the
technology industry has been releasing new ideas. The touchscreen is in its golden age of evolution
and it is possible that in a few years a larger sized species of tablet takes the world by storm with its
convincing haptic feedback, changing the places and methods we use touchscreen in the workplace,
homes and in schools as fully sized computers become a simple place for storage and high demand
processing power.
http://www.patentlyapple.com/patently-apple/2015/07/apples-force-touch-for-iphone-invention-was-published-
today.html
23 Apple, Introducing iPhone 6sand iPhone 6s Plus with 3D touch, (2015), Retrieved 13 September 2015, from:
https://www.youtube.com/watch?v=cSTEB8cdQwo
13. 12
Bibliography
Jin R. K., Xiaowei D., Xiang C., Carl P., Desney T. and Hong. Z. T. (2012). A Masking Study of Key-Click
Feedback Signalson a Virtual Keyboard.Retrieved July 4, 2015, from:
http://research.microsoft.com/pubs/184101/C58_JRKim_etal_EH2012.pdf
Xiaowei D., Jiawei G., Xiang C., J. Ed C., and Hong Z. T. (2012), SlickFeel:Sliding and Clicking Haptic
Feedback on a Touchscreen,Retrieved September 10, 2015, from;
http://research.microsoft.com/apps/pubs/default.aspx?id=184102
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