This document discusses designing realistic user experiences. It begins by introducing human-computer interaction and defining user experience and interfaces. It then explores various input methods like touch, gestures, virtual and augmented reality. It highlights technologies that can enhance different human senses to feel virtual objects, such as stereoscopic 3D displays for vision, haptic feedback for touch, and spatialized sound for hearing. The goal is to use these technologies to design user interfaces and experiences that feel realistic and engaging.
I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.
Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.
Location Based VR: VR Internet Cafe & VR Arcade | Jikhan JungJessica Tams
Delivered at Casual Connect USA 2016. VR has been increasing in popularity, especially HTC Vive which is proving to be a good VR experience with hand controllers and room scale tracking. However, cost and space requirements make it difficult for the normal household to have this. In a similar way that Internet Cafes became popular in Asia in early PC days, VR Internet Cafes and VR Arcades will play an important role in the popularity of VR in these early days.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This whitepaper describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the paper at: https://www.qualcomm.com/documents/whitepaper-making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.
Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.
Location Based VR: VR Internet Cafe & VR Arcade | Jikhan JungJessica Tams
Delivered at Casual Connect USA 2016. VR has been increasing in popularity, especially HTC Vive which is proving to be a good VR experience with hand controllers and room scale tracking. However, cost and space requirements make it difficult for the normal household to have this. In a similar way that Internet Cafes became popular in Asia in early PC days, VR Internet Cafes and VR Arcades will play an important role in the popularity of VR in these early days.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This whitepaper describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the paper at: https://www.qualcomm.com/documents/whitepaper-making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
VIRTUAL BEINGS WORLD “NEW PLAY TOGETHER” - SIGGRAPH 2020 BoFGREE VR Studio Lab
VIRTUAL BEINGS WORLD “NEW PLAY TOGETHER” - SIGGRAPH 2020 BoF
In SIGGRAPH 2020 Birds of a Feather
August 24th, 10-12 am PDT
Web:
https://vr.gree.net/lab/live/vbw/vbw2020/
YouTube Live:
https://www.youtube.com/watch?v=vFWZAvbrk_I
Entire Playlist of "World VTuber Showcase 2020 Fast Forward - New Play Together!"
http://j.mp/WVS20
22nd June 2017 was a special day at Maac Kolkata for those at MAAC Chowringhee | Rashbehari | Kakurgachi, as students, faculty and staff alike gathered at the Academy of Fine Arts, Kolkata for a unique experience.
The UX Awards are the first Awards to celebrate and honor exceptional UX and UX pros. The Awards are held annually in May with a rotating panel of 8 experts and partner support from NYC-CHI, IXDA NY, UXPA NY, Parsons the New School for Design and others.
The enclosed presentation is from the 2nd Annual UX Awards in May 2012.
Find out more or get on our mailing list at www.UserExperienceAwards.com or @UXAwards
Encoding liveness: Performance and real-time rendering in machinimaeDavidCameron
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D., & Carroll, J. (2011). Encoding liveness: Performance and real-time rendering. In H. Lowood & M. Mitsche (Eds.), The machinima reader (pp. 127-141). Cambridge, MA: MIT press.
Throughout the history of computers we've been striving to shorten the gap between us and digital information, the gap between our physical world and the world in the screen where our imagination can go wild. And this gap has become shorter, shorter, and even shorter, and now this gap is shortened down to less than a millimeter, the thickness of a touch-screen glass, and the power of computing has become accessible to everyone.
But I wondered, what if there could be no boundary at all? I started to imagine what this would look like. First, I introduce this tool in below which penetrates into the digital space, so when you press it hard on the screen, it transfers its physical body into pixels. Designers can materialize their ideas directly in 3D, and surgeons can practice on virtual organs underneath the screen. So with this tool, this boundary has been broken.
Beyond – Collapsible Tools and Gestures for Computational Design
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. We present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment
WYSIWYF –“what you see is what you feel” :
The digital information reach us instead? I'm sure many of us have had the experience of buying and returning items online. But now you don't have to worry about it. What I got here is an online augmented fitting room. This is a view that you get from head-mounted or see-through display when the system understands the geometry of your body.
ZeroN: Mid-Air Tangible Interaction Enabled by Computer Controlled Magnetic Levitation:
ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
This article is a study of AR on brand communication and case study of Sephora.
Abstract:
Augmented Reality (AR) is a technology which allows digital information overlaying on the real environment. Although it has been existing for a few decades, it has developed rapidly. AR is able to apply in many fields, for example, game, movie, map, etc. In this era, AR becomes the trend and it is used in marketing and brand communication. Functions of AR has a plenty of benefits which enhances the opportunities for brand to communicate to audience.
Sephora is one of the brands which apply AR technology for marketing and brand communication. Most of the customers who walks into Sephora store have a purpose just to see and try the products. Sephora understands customer’s behavior. ‘Virtual Artist’ feature was created to respond this behavior. This feature is AR makeup try-on function which available on Sephora application on mobile devices. Users can put makeup on virtually. Also, it has ‘Add to basket’ button on the same display and that is an effective call-to-action (CTA) which stimulates users to make a purchase quickly.
Three interviewees who are the target consumers of Sephora have tried ‘Virtual Artist’ feature and they say that they still want to try the real products because those products are beauty and cosmetics which color and texture become the main consideration before make a purchase. However, this feature is effective for them in the way that it drives their needs and they makes want to see the real one of products they have tried on application.
M-Days Frankfurt, 1.Feb 2012 - Vortrag Thomas Nindl Director Business Development Central Europe
Blog by Messe Frankfurt for the Digital Business:
http://connected.messefrankfurt.com/en/
Immersive Experiences: The Next Generation of End-user Computing: Big Idea by...Dion Hinchcliffe
Here's my keynote talk recently at #AXS2023. The future of computing is about to break out of our little screens. But what will it look like and how can we prepare. Here are some ideas...
VIRTUAL BEINGS WORLD “NEW PLAY TOGETHER” - SIGGRAPH 2020 BoFGREE VR Studio Lab
VIRTUAL BEINGS WORLD “NEW PLAY TOGETHER” - SIGGRAPH 2020 BoF
In SIGGRAPH 2020 Birds of a Feather
August 24th, 10-12 am PDT
Web:
https://vr.gree.net/lab/live/vbw/vbw2020/
YouTube Live:
https://www.youtube.com/watch?v=vFWZAvbrk_I
Entire Playlist of "World VTuber Showcase 2020 Fast Forward - New Play Together!"
http://j.mp/WVS20
22nd June 2017 was a special day at Maac Kolkata for those at MAAC Chowringhee | Rashbehari | Kakurgachi, as students, faculty and staff alike gathered at the Academy of Fine Arts, Kolkata for a unique experience.
The UX Awards are the first Awards to celebrate and honor exceptional UX and UX pros. The Awards are held annually in May with a rotating panel of 8 experts and partner support from NYC-CHI, IXDA NY, UXPA NY, Parsons the New School for Design and others.
The enclosed presentation is from the 2nd Annual UX Awards in May 2012.
Find out more or get on our mailing list at www.UserExperienceAwards.com or @UXAwards
Encoding liveness: Performance and real-time rendering in machinimaeDavidCameron
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D., & Carroll, J. (2011). Encoding liveness: Performance and real-time rendering. In H. Lowood & M. Mitsche (Eds.), The machinima reader (pp. 127-141). Cambridge, MA: MIT press.
Throughout the history of computers we've been striving to shorten the gap between us and digital information, the gap between our physical world and the world in the screen where our imagination can go wild. And this gap has become shorter, shorter, and even shorter, and now this gap is shortened down to less than a millimeter, the thickness of a touch-screen glass, and the power of computing has become accessible to everyone.
But I wondered, what if there could be no boundary at all? I started to imagine what this would look like. First, I introduce this tool in below which penetrates into the digital space, so when you press it hard on the screen, it transfers its physical body into pixels. Designers can materialize their ideas directly in 3D, and surgeons can practice on virtual organs underneath the screen. So with this tool, this boundary has been broken.
Beyond – Collapsible Tools and Gestures for Computational Design
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. We present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment
WYSIWYF –“what you see is what you feel” :
The digital information reach us instead? I'm sure many of us have had the experience of buying and returning items online. But now you don't have to worry about it. What I got here is an online augmented fitting room. This is a view that you get from head-mounted or see-through display when the system understands the geometry of your body.
ZeroN: Mid-Air Tangible Interaction Enabled by Computer Controlled Magnetic Levitation:
ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
This article is a study of AR on brand communication and case study of Sephora.
Abstract:
Augmented Reality (AR) is a technology which allows digital information overlaying on the real environment. Although it has been existing for a few decades, it has developed rapidly. AR is able to apply in many fields, for example, game, movie, map, etc. In this era, AR becomes the trend and it is used in marketing and brand communication. Functions of AR has a plenty of benefits which enhances the opportunities for brand to communicate to audience.
Sephora is one of the brands which apply AR technology for marketing and brand communication. Most of the customers who walks into Sephora store have a purpose just to see and try the products. Sephora understands customer’s behavior. ‘Virtual Artist’ feature was created to respond this behavior. This feature is AR makeup try-on function which available on Sephora application on mobile devices. Users can put makeup on virtually. Also, it has ‘Add to basket’ button on the same display and that is an effective call-to-action (CTA) which stimulates users to make a purchase quickly.
Three interviewees who are the target consumers of Sephora have tried ‘Virtual Artist’ feature and they say that they still want to try the real products because those products are beauty and cosmetics which color and texture become the main consideration before make a purchase. However, this feature is effective for them in the way that it drives their needs and they makes want to see the real one of products they have tried on application.
M-Days Frankfurt, 1.Feb 2012 - Vortrag Thomas Nindl Director Business Development Central Europe
Blog by Messe Frankfurt for the Digital Business:
http://connected.messefrankfurt.com/en/
Immersive Experiences: The Next Generation of End-user Computing: Big Idea by...Dion Hinchcliffe
Here's my keynote talk recently at #AXS2023. The future of computing is about to break out of our little screens. But what will it look like and how can we prepare. Here are some ideas...
UX design (or user experience design) is becoming an increasingly important field for business owners around the world. Good UX design can make a website many times more profitable, while poor UX design can put a company out of business in the right situations. It's worth taking a look to determine if YOUR business could be furthered by some great user experience design.
The following slides have been presented at the Google Campus as part of the Secret Sauce Conference "How to hack your business to success", and they offer a brief overview of User Experience, and how to achieve the best mobile experience with minimum resource.
http://www.secretsauceconference.com/#speakers
Design is a crucial step in Software Development, during this session we will be learning the basics of User interface using Figma, inVision studio and Adobe XD.
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
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
6. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Mourning Tree - Designing Holographic Tree , ACM SIGCHI
Depth Sensitive Layer - Designing 3D Stereoscopic Interface, KAIST
Interaction Designer
Human Computer Interaction
User Interface
User Experience
www.seokhouse.com
7. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Buxton, W. and B. Myers, A study in two-handed input, Proceedings of the SIGCHI, 1986
Fitzmaurice, G.W., H.Ishii, Bricks: laying the foundations for graspable user interfaces, SIGHCHI, 1995
Brooks,J.,Frederick P., Project GROPE: Haptic displays for scientific visualization, Proceedings of the 17th annual conference on
Computer graphics and interactive techniques, 1990
8. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Human–computer Interaction (HCI) involves the study, planning, and design of
the interaction between people (users) and computers
9. Designing Realistic Experience 한국방송공학회 실감 UX/UI
User Experience
“A person's perceptions and responses that result from the use or anticipated use of a product, system or service.
The ISO also list three factors that influence user experience: system, user and the context of use”
ISO FDIS 9241-210:2009.
10. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Interface
User Interface
Interaction
“좋은 인터페이스는 눈에 보이지 않는다.”
Marc Weiser. The world is not a desktop. interactions 1, 1 (January 1994), 7-8. 1994.
20. Designing Realistic Experience 한국방송공학회 실감 UX/UI
“ We’re gonna use our fingers. It works like magic...far more accurate than
any interface ever shipped... multi-finger gestures...”
Steve Jobs, 2007
23. Designing Realistic Experience 한국방송공학회 실감 UX/UI
“ Stereoscopic display provides more engagement, preference and rich experience in comparison to 2D display.”
Hakala, T., el. (2005). Spatial interactive visualization on small screen. Human computer interaction with mobile devices services
24. Designing Realistic Experience 한국방송공학회 실감 UX/UI
“3D UI, with depth information, provides higher affordance and preference than 2D UI.”
IJsselsteijn , el. (1998). Perceived depth and the feeling of presence in 3DTV. Displays, 18, 207-214.
27. Designing Realistic Experience 한국방송공학회 실감 UX/UI
A cursor might not be the best choice for 3D UIs. People see the Object , Not the Cursor
Wolfgang S., Chadwick A., The value of Constraints for 3D User Interfaces,Virtual Realities, 2011
174. Designing Realistic Experience 한국방송공학회 실감 UX/UI
http://youtu.be/1dgLEDdFddk
Arrival of a Train at La Ciotat
The Lumière Brothers, 1895
175. Designing Realistic Experience 한국방송공학회 실감 UX/UI
http://youtu.be/1dgLEDdFddk
Arrival of a Train at La Ciotat
The Lumière Brothers, 1895
176. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Visibility
Time
Technology Trigger
Peak of Inflated Expectations
Trough of disillusionment
Slope of Enlightenment
Plateau of Productivity
177. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Visibility
Time
Technology Trigger
Peak of Inflated Expectations
Trough of disillusionment
Slope of Enlightenment
Plateau of Productivity
Technology
WoW Effect
Design
178. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Time
Type
Technology
WoW Effect
Design
Tactile
촉각
Auditory
청각
Olfactory
후각
Gustatory
미각
Visual
시각
Now
179. 멘탈모델은 디자이너의 멘탈모델을 기초로 어떻게 시스템이
디자인되고 실행되었는가를 설명하기 위해 사용되어 졌고, 사
용자는 시스템과의 상호작용을 통해 시스템의 작동방식을 사
용자의 멘탈모델로 만든다.
결국, 디자이너의 멘탈 모델은 시스템을 통해서 사용자에게
전달된다.
Don
187. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Figure 1 (adapted from Norman (1988) p. 16): The problem of ensuring that the user's mental model corresponds to the designer's model arises because
the designer does not talk directly with the user. The designer can only talk to the user through the system image - the designer's materialised mental
model. The system image is, like a text, open to interpretation
Designer
User’s
Mental Model
Designer’s
Mental Model
User
188. Designing Realistic Experience 한국방송공학회 실감 UX/UI
Real Experience
Life
Digital Experience
Mobile, Tablet, TV, Movie, HMD, VR, AR
User’s
Mental Model
User
Designer’s
Mental Model
189. Designing Realistic Experience 한국방송공학회 실감 UX/UI
“Natural User Interface are not Natural”
Donald Noman, Interactions, volume 17, issue 3.