Jerome Lacote is a veteran designer with a variety of professional experiences, including UI/UX design for Rockstar Games and Activision.
Lacote will recount his experiences in the field, give advice on designing user experiences for digital products and services, and discuss the future of UI/UX in the context of virtual and augmented reality.
11. From Console to Social and Mobile
• Free to play
(similar to web services)
• Viral
• Touchscreen
• Small screen – High resolution
• Product sold upfront
(similar to movie industry)
• Not really viral
• Controller
• Big screen – low resolution
12. UI/UX is a Mature discipline
• It’s valued by stack holders and customers
• Pattern are identified and Best Practices are defined
• Tools are mature : Sketch, Adobe XD
• It starts to be boring but the landscape is going to change soon
and the cycle will start again… Stay Tuned
24. What does it mean in the digital world?
• Interface are virtual (or they are devices: mouse, keyboards)
• We don’t press a button,
• We press a representation of a button
Is it a switch button?
28. Usability is overrated!
• A Necessity but not a Goal!
• A toy not a tool!
• Friction has value.
• Emotion is not Usability.
• We need meaningful experience.
30. Towards More Natural Interaction
• Mimic real life human-human interaction (gesture)
• A degree of enhancement or abstraction.
31. c
Back to the things (the IOT)
• Smartphone is the Master
Device but …
• Objects are more connected
and autonomous
• We’ll interact more with virtual
world with physical devices
49. What does need improvement?
• Inputs devices have to get better .. Or we we have to get better
at using them;-)
• More content!
• More applications!
Hello Everybody, thanks for having me!!
I ‘d like to talk today about User Interface and maybe what's going to be its future
I’m a Visual and Experience Designer, (definitiveky not a professionnal speaker)
Sometime people call me a UI artist, a UI designer or a UI/UX designer or a graphic designer.
I worked for many different companies but to help you understand my perspectice, let me tell you my story and share my experience
My experience
My background
My first love was photography and I went to art school in Paris. (actually it was music).
MY ideal were Roberr Frank, Max Pam, Denis Roche
It was the beginning of digital photography and there was lots of exciting around anything digital and interactive.
It discovered Photoshop 3 (we are at 13 so it’s 10 versions ago!!) and also Abobe Flash and it peaked my interest, it was a new media, I could draw, animate and “program” some interactivity in the same software. I could make an illustration, a button, a movie clip or anything in between
It was also the internet bubble (in the mid-late nineties), everybody wanted a website and it was the wild west, everything was possible. Nobody had any expectations so it was [pssible to come with some really innovative concept!!
The novelty was also that the web was free, you could publish anything. No need to find a gallery, a distributor or any venue for your art.. It was a new freedom of expression
-show example .
Now things are more serious, there’s still lots of freedom to create (look at youtube) but things are more standards. The users have some expectations (or at least we believe they have…)
That’s how I started my career In Paris, building websites but also doing more graphic design. The digital tools were so versatile that if you knew how to use them, you could create packaging, music video. Visual identity
I founded a graphic design studio with 2 friends called 6um.
That’s how I started my career In Paris, building websites but also doing more graphic design. The digital tools were so versatile that if you knew how to use them, you could create packaging, music video. Visual identity
I founded a graphic design studio with 2 friends called 6um.
The internet bubble : Adidas, Diesel, Orange Telecom (Wanadoo)
Then a videogames studio,(Rockstar games) learnt about my work and they hired me
In this industry, the tasks are really separated between 3d content, 2d, developper, designers. That’s how I started to focus on Ui
I grew in this career and worked on various games on console (rockstar, activision)
UI in the console games business is not really important, it’s an afterthought, it something necessary but it’s considered as exterior to the gameplay. I actually has the chance to work with R*.
They gave more a cinematographic vision of gaming (gta, rdr) and continuity is important,
Midnight Club: a 3D interface
From early concept
I have been able to push this aspect in Midnight club (show example)
Then something happens.
Disney social and mobile
Ui is more scientific data driven
freemium
a developper
And it’s more our era!
with Mc3 on PS3 to MCLA on Xbox 360 (much faster)
Disney social and mobile
UI is much more important on mobile because of the touchscreen, the visual, the design is the input (it’s a really direct interaction).
Ui is more scientific data driven
It’s the industry standard
I’m visual and experience designer
It’s the industry standard
I’m visual and experience designer
I’m still contributing to projects on traditional devices (mobile web),
- Startup with new services online or some more traditionnal request
Per example, I design some new interaction mode for upcoming technologies at Qualcomm
I also lauching a startup called ajnea.
We take advantage of many new technologies such as the connected objects (the IOT), various sensors,
To design some Virtual user interface for Athletes in Virtual Reality and Augmented Reality
My Company AJNEA is building a software, a race companion to help Athletes to train and perform better by connecting all their devices, data, sensors to a Custom Virtual Heads-up-Display.
Per example a cyclist can set some notifications to be triggered based on his heart rate, gps position, or any other data he is tracking.
We need to think at the fundamentals in order to to think about the future
To know the future, what’s the best than to look at the past and to clearly define our subject
So let’s look a the basics to get a nice big picture.
Let’s look at what is UI:
a layer between a user and a system
The interface is the support of interactivity
The 2 sides of the interface
>>input : mouse, keyboard, controllers...etc
>>output interface: screen
>in: the user reads the system state and sends some commands to the system
>out: the system reacts and communicates thru the interface its current state
To interact with an object. a machine/ a device.. Something
the simplest example is the light switch
we can interract by touching, pressing
Because the digital system are not just doing one thing,
they are computing platform so they use an extra layer : a virtual interface
(it’s the content of your screen and how it interacts with your physical controller)
It’s a consideration to have even if in the case of a touchscreen I
t’s a really thin one ( the user actually touch a representation of a button…..almost like he was touching a button.
It’s a heated discussion between designers!
But it’s a normal evolution of design,
At first thin has to be simple and to anchor themselves on some known references
Then the new things become the reference and we don’t need to reference the old think anymore (exemple of the phone icon with keys)
Transition to 3d
Skeuomophisn
Shelves vs coverflow ,
It’s actually an interesting because it mimics how we browse thru books od vinyl ( which has a cool old feel) and apply the power of virtual to make it a better experience,
We can see
My position is not popular, I’m going against the stream here, it comes from my experience in gaming.
A usable game would be an easy game, a good game design needs to have a gradual difficulty adapted, customized to the user.
A gamer need a challenge but not too much.
Usability is a necessity but it should not be be our Master!
Is Snapchat usable, hell no but it’s not meant to be a functional tool, (there is already plenty of picture sharing tool… it’s not the point) , it’s an experience
BTW, Snapchat or tinder innovate and sets a new sets of expectation, more gesture heavy
When initially, the touchscreen was more click centric just mimicking the interaction with a mouse
please spice it up , i want a meaningful experience
A toy not a tool.
Friction -> sense of achievement->fulfilling
When everything is usable, value is supported by emotion (experience, aesthetics)
Interaction with machine lean towards natural interaction
Mimic real life action (gesture) -> but offer a degree of enhancement or abstraction
The computer is good at accomplishing complex task. like write a program and he’ll do it perfectly (better than human
But he is not as good at simple interaction ( Tell me something funny, Play some music) -> slow, inexact.
We’ll interact in a natural way with
We don’t speak machines / the machine speak humans
The best way to talk to the machine is still programming (but it’s more and more abstract and powerfull… specialized framework) be carefull to the “digital clash”.. Aka the gap between users and makers.
We used to interact smartphone :Master of the Internet of Thing
I predict it will die soon with object being more independent and interacting in more endogenous way (Nest)
Interaction physic and virtual
It has been a long way in the making, I remember using it 20 years ago but its progress are really slow.
There is still some improvements needed but we’ve seen many progress these last few years
Cons:
It doesn’t tolerate bad performance, it’s frustrating
-> the uncanny valley.. It has to be exactly right to be successful
in its current implemetation: the feedback is weak
when you speak to somebody there is subtle feedback though the tone, facial expression
Interact with a borderless environment
VR future of computing (less interruption.. Space is free, tell story about feeling cramped on a small screen, like leaving in small appartment)
Just use for gaming it’s a weakness, we need more content and more real life application.
For different reason. Interface have been stuck in 2d for a long time
Examples and reasons : design history
Because first designers where coming from paper
That why digital form looks like paper for.
What does it mean in VR, maybe we can see the whole process at the same time, maybe it’s more like a conversation
3d is not totally related to VR but it makes it more obvious,
They were tentative in the past to make interaction in 3d: VRML, Second life..etc but it’s not convenient to interact in 3d with 2d devices.
The best example are 3d software, it’s not easy to use because we interact on a 2d plan (the mouse) so there is lot od keyboard combination to map the extra dimension on 2d plan interaction.
The result is only trained and skilled people use 3d software. Now it may change if
For different reason. Interface have been stuck in 2d for a long time
Examples and reasons : design history
Because first designers where coming from paper
That why digital form looks like paper for.
What does it mean in VR, maybe we can see the whole process at the same time, maybe it’s more like a conversation
3d is not totally related to VR but it makes it more obvious,
They were tentative in the past to make interaction in 3d: VRML, Second life..etc but it’s not convenient to interact in 3d with 2d devices.
The best example are 3d software, it’s not easy to use because we interact on a 2d plan (the mouse) so there is lot od keyboard combination to map the extra dimension on 2d plan interaction.
The result is only trained and skilled people use 3d software. Now it may change if
The pionner but what’s wrong with this controller
Since then they realize they need a 3d controller.
It’s even better, it does track the player position in space. Really good device..
VR for the mass. A really good experience for $20. It’s going to be a great way to bring VR for the masses…..well we just need Hi-quality content to make it more compelling.
Cardboard is not suitable to look at loog movie or to play for hours
but I think it’s great to share short experience (a clip of a skydiver or anything where VR really bring value)
It’s a really good platform but it doesn’t have a strong mode of interaction
There is a touch pad
In a gaze detection, it’s an interesting, it does select what the use is looking at
Pros: really natural
Cons: Lots of strain on a neck
Is it like using the mouse 20 tears ago. My 80 years old doesnt know how to use a mouse but I’m pretty good at it and my 2 years old daughter just naturally knows how to use a touchscreen.
Gaze selection
Motion tracking
So far UI designer were designing mostly menu systems and list, In the future, they’ll be able to design more “tangible” and complex object ( what’s about an Umbrella)
Humans are good are interacting in a natural way with the physical world, Let them interact this way with computers.
X-Y-Z ≠ X-Y-Z maybe X-Y-Z -> X-Y-time
Per example a desktop in VR doesn’t have to be a virtual desktop, it can be a presentation of your data, , per example Z could your history or different view.
It doesn’t have to be a 1/1 representation of the physical worls
Inputs devices has to be better .. Or we we have to get better;-)
There is fatigue, when we use vr for a long time
There is also some social issue (we are isolated).. But we could also collaborate in AR