nicolas nova | November 17, 2010
FLUPA | Grenoble
From buttons to gestural interfaces:
a user-oriented approach
Controller genealogy
(nicolas nova/laurent bolli)
Controller genealogy
(nicolas nova/laurent bolli)
Controller genealogy
(nicolas nova/laurent bolli)
GAME PADS SHAPE EVOLUTION
new geometric shapes
are added to the original
brick to form bone-like pad
the original brick shape
is deformated
1990
1990
1991
1990
1993
2006
2010
1987
1986
1985
1983
1983
1982
1993
1988
1994
1994
1995
2006
1998 1996
20011995 20011997 19981995 2005/62000 2005
2003
1998
1994
1996
199019901993
1993
2001
the “boomerang” shape
leads to prongs affirmation
the pads face becomes
bigger and the prongs are
integrated in the shape
the pads become
full 3D shaped
ergonomics objects
the brick is rotated 90°
and becomes a one
prongs pad, or remote
controller
brick
dog-bone
round3 prongs1 prong
(remote)
mask
2 prongs
Controller genealogy
(nicolas nova/laurent bolli)
PADS SHAPE EVOLUTION
1987
1990
1991
1991
1990
2006
2010
1986
1986
1985
1983 1983
2006
1998
1994 1996
1995
2001
1997 19981995 2005/62000
2005
199819961990 19931983 2001
1993 1994 19951988
2003
2001
?
?
?
Controller genealogy
(nicolas nova/laurent bolli)
Gestural interface (1987)
Gestural interface (pre-Wii)
Gestural interface : Nintendo Wii
Gestural interface : Sony Move (2010, post-Wii)
Gestural interface : Kinect (2010, post-Wii)
+ -
• natural interaction: gestures =
natural forms of interaction and
low learning curve
• direct interaction: from a
cognitive POV, the hand/body
becomes the input device (less
intermediate tranduscers)
• terse and powerful interaction:
movement capture can be very
precise = higher power of
expression
• fatigue: physical efforts,
interaction must hence be fast
• non self-revealing sometimes
•“immersion syndrome”: if every
gestures are captured, even non-
intended movements are
interpreted
• segmentation of physical
actions: gestures are
continuous, discretizing them is
sometimes approximate+
artificial
• which interactions to be
replaced by gestures?
New constraints
Ethnographic approach
(observation, interview)
Game space exploration
CEA/LITUS-Movea study)
Game space exploration
Lift Lab study
Perception of realism
(CEA/LITUS-Movea study)
Perception of realism
(CEA/LITUS-Movea study)
Understanding people’s behavior
(CEA/LITUS-Movea study)
Understanding people’s behavior
(CEA/LITUS-Movea study)
Understanding people’s behavior
(CEA/LITUS-Movea study)
Interaction Uncanny Valley
(CEA/LITUS-Movea study)
Mental model of the Wii exploration
(Lift lab study)
Prototype
(Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
Prototype
(Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
Game design recommendations
(Project Phoenix/Céline le Marc)
Seamful design
(Project Phoenix/Céline Le Marc)
Seamful design
(Project Phoenix/Céline Le Marc)
merci
nicolas@liftlab.com
@nicolasnova

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