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Input modaliteiten
UXD minor thema
‘Multimodal, Crossmedia and
Multi-Platform
Kwartaalprogramma
22 november
BuzzCapture + thema intro
29 november
Workshop rond opdrachten
6 december
Philips Design: service design
13 december
Tbd.
3 januari
Fabrique: ‘Mental Notes’ workshop
Kwartaalprogramma
10 januari
Usevine: iPad en het tweede scherm
17 januari
Tbd
24 januari
Tbd
31 januari
Eindpresentaties en afsluiting
Nieuwe woorden leren
Enkele belangrijke uxd begrippen
Theme in the scheme of things
Media, modalities and
platforms provide us
the nuts and bolts of
the user experience.
The quality of the user
experience is
determined by our
ability to utilize the
media, modalities
and platforms at our
disposal.
Crossmedia
‘Crossmedia (also known as Cross-Media,
Cross-Media Entertainment, Cross-Media
Communication) is a media property owned,
service, story or experience distributed across
media platforms using a variety of media
forms.’
http://en.wikipedia.org/wiki/Crossmedia
Multi-platform
‘In computing, cross-platform (also known as
multi-platform) is a term used to refer to
computer software or computing methods and
concepts that are implemented and inter-
operate on multiple computer platforms.’
http://en.wikipedia.org/wiki/Multiplatform
Multimodal
‘Multimodal interaction provides the user with
multiple modes of interfacing with a system
beyond the traditional keyboard and mouse
input/output.’
http://en.wikipedia.org/wiki/Multimodal_interaction
Modality
‘A modality is a path of communication
between the human and the computer.’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Input and output modalities
‘In human-computer interaction, a modality is
the general class of:
– a sense through which the human can receive the
output of the computer (for example, vision
modality)
– a sensor or device through which the computer
can receive the input from the human’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
Output modalities (computer-to-human)
‘Any human sense can be translated to a modality:
• Major modalities
– Seeing or vision modality
– Hearing or audition modality
• Haptic modalities
– Touch, tactile or tactition modality — the sense of pressure
– Proprioception modality — the perception of body awareness
• Other modalities
– Taste or gustation modality
– Smell or olfaction modality
– Thermoception modality — the sense of heat and the cold
– Nociception modality — the perception of pain
– Equilibrioception modality — the perception of balance’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
An input device is any peripheral (piece of
computer hardware equipment) used to
provide data and control signals to an
information processing system (such as a
computer).
http://en.wikipedia.org/wiki/Input_devices
Input modalities (human-to-comp.)
Pointing devices
Ivan Sutherland (MIT) demoing Sketchpad
(1962)
(introduced by Alan Kay in 1987)
Pointing devices
‘Pointing devices are input devices used to
specify a position in space.
– Direct/indirect
– Absolute/relative’
http://en.wikipedia.org/wiki/Input_devices
Fitts’ law
‘The time it takes to move from a starting
position to a final target is determined by the
distance to the target and the size of the
object.’ (Saffer, 2007)
Pointing devices
And you can point at more than merely pixels
on a screen…
Alphanumeric input: keyboards
Alphanumeric input: keyboards
Alphanumeric input: keyboards
Alphanumeric input: speech
recognition
Speaker dependent/independent
Discrete-word/connected-word input
Limited/large vocabulary
Alphanumeric input: handwriting
recognition
‘Recognition’
patents as early
as 1914
‘Electronic ink’ and
recognition in
Vista
http://www.freepatentsonlin
e.com/1117184.pdf
Pen Computing
‘The return of the
pen’
Switching modes:
‘pointing’ vs. ‘ink’
Tap is the New Click
"One of the things our grandchildren will find
quaintest about us is that we distinguish the
digital from the real.“
William Gibson - from: Saffer (2009)
Ubiquitous computing
‘Ubiquitous computing (ubicomp) is a post-
desktop model of human-computer interaction
in which information processing has been
thoroughly integrated into everyday objects
and activities.’
http://en.wikipedia.org/wiki/Ubiquitous_computing
Wearable computing
‘Wearable computers are computers that are
worn on the body.’
http://en.wikipedia.org/wiki/Wearable_computer
Tangible/Natural user interfaces
Hiroshi Ishii (MIT)
Gestural Interfaces
Touchscreen vs. Free-form
Ergonomics of Interactive Gestures
"Hands are underrated. Eyes are in charge,
mind gets all the study, and heads do all the
talking. Hands type letters, push mice around,
and grip steering wheels, so they are not idle,
just underemployed."
—Malcolm McCullough, Abstracting Craft
(from: Saffer, 2009)
Patterns for Touchscreens and Interactive
Surfaces
Tap to select
Patterns for Touchscreens and Interactive
Surfaces
Drag to move object
Patterns for Touchscreens and Interactive
Surfaces
Pinch to shrink and spread to enlarge
Patterns for Free-Form Interactive Gestures
Point to select/activate
Patterns for Free-Form Interactive Gestures
Shake to change
Interesting demos
Reader
Wearable computers:
Steve Mann. Eyetap.org. http://about.eyetap.org/
Ubiquitous computing:
Mark Weiser (1991). The Computer for the 21st Century.
http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html
Adam Greenfield (2006). Everyware: The Dawning Age of
Ubiquitous Computing. New Riders, Berkeley, CA.
Donald Norman (1998). The Invisible Computer: Why Good
Products Can Fail, The Personal Computer Is so Complex,
and Information Appliances Are the Solution. The MIT
Press, Cambridge, MA
Mike Kuniavsky (2010). Smart Things. Morgan Kaufmann
Reader
Input devices
Doug Engelbart (1968). The mother of all demos.
Google video stream
Wikipedia.
http://en.wikipedia.org/wiki/The_Mother_of_All_De
mos
Reader
Fitts’ Law
Dan Saffer (2007). Designing for Interaction:
Creating Smart Applications and Clever Devices.
New Riders, Berkeley, CA. (page 53)
Speech recognition
Microsoft. Microsoft Speech Technologies.
http://www.microsoft.com/speech/speech2007/def
ault.mspx
Reader
Handwriting recognition
Wacom. Unleash Windows Vista With A Pen.
http://www.wacom.com/vista/index.php
Gestural Interfaces
Dan Saffer (2009). Designing Gestural Interfaces.
O’Reilly Media, Sebastopol, CA
Ergonomics
Henry Dreyfuss (1955). Designing for People.
Allworth Press, New York, NY.

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Iad2 0910 q4 les 2   dynamische interactieIad2 0910 q4 les 2   dynamische interactie
Iad2 0910 q4 les 2 dynamische interactie
 

Multimodal, crossmedia, multi platform

  • 1. Input modaliteiten UXD minor thema ‘Multimodal, Crossmedia and Multi-Platform
  • 2. Kwartaalprogramma 22 november BuzzCapture + thema intro 29 november Workshop rond opdrachten 6 december Philips Design: service design 13 december Tbd. 3 januari Fabrique: ‘Mental Notes’ workshop
  • 3. Kwartaalprogramma 10 januari Usevine: iPad en het tweede scherm 17 januari Tbd 24 januari Tbd 31 januari Eindpresentaties en afsluiting
  • 4. Nieuwe woorden leren Enkele belangrijke uxd begrippen
  • 5. Theme in the scheme of things Media, modalities and platforms provide us the nuts and bolts of the user experience. The quality of the user experience is determined by our ability to utilize the media, modalities and platforms at our disposal.
  • 6. Crossmedia ‘Crossmedia (also known as Cross-Media, Cross-Media Entertainment, Cross-Media Communication) is a media property owned, service, story or experience distributed across media platforms using a variety of media forms.’ http://en.wikipedia.org/wiki/Crossmedia
  • 7. Multi-platform ‘In computing, cross-platform (also known as multi-platform) is a term used to refer to computer software or computing methods and concepts that are implemented and inter- operate on multiple computer platforms.’ http://en.wikipedia.org/wiki/Multiplatform
  • 8. Multimodal ‘Multimodal interaction provides the user with multiple modes of interfacing with a system beyond the traditional keyboard and mouse input/output.’ http://en.wikipedia.org/wiki/Multimodal_interaction
  • 9. Modality ‘A modality is a path of communication between the human and the computer.’ http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 10. Input and output modalities ‘In human-computer interaction, a modality is the general class of: – a sense through which the human can receive the output of the computer (for example, vision modality) – a sensor or device through which the computer can receive the input from the human’ http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 11. Output modalities (computer-to-human) ‘Any human sense can be translated to a modality: • Major modalities – Seeing or vision modality – Hearing or audition modality • Haptic modalities – Touch, tactile or tactition modality — the sense of pressure – Proprioception modality — the perception of body awareness • Other modalities – Taste or gustation modality – Smell or olfaction modality – Thermoception modality — the sense of heat and the cold – Nociception modality — the perception of pain – Equilibrioception modality — the perception of balance’ http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
  • 12. An input device is any peripheral (piece of computer hardware equipment) used to provide data and control signals to an information processing system (such as a computer). http://en.wikipedia.org/wiki/Input_devices Input modalities (human-to-comp.)
  • 13. Pointing devices Ivan Sutherland (MIT) demoing Sketchpad (1962) (introduced by Alan Kay in 1987)
  • 14. Pointing devices ‘Pointing devices are input devices used to specify a position in space. – Direct/indirect – Absolute/relative’ http://en.wikipedia.org/wiki/Input_devices
  • 15. Fitts’ law ‘The time it takes to move from a starting position to a final target is determined by the distance to the target and the size of the object.’ (Saffer, 2007)
  • 16. Pointing devices And you can point at more than merely pixels on a screen…
  • 20. Alphanumeric input: speech recognition Speaker dependent/independent Discrete-word/connected-word input Limited/large vocabulary
  • 21. Alphanumeric input: handwriting recognition ‘Recognition’ patents as early as 1914 ‘Electronic ink’ and recognition in Vista http://www.freepatentsonlin e.com/1117184.pdf
  • 22. Pen Computing ‘The return of the pen’ Switching modes: ‘pointing’ vs. ‘ink’
  • 23. Tap is the New Click "One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real.“ William Gibson - from: Saffer (2009)
  • 24. Ubiquitous computing ‘Ubiquitous computing (ubicomp) is a post- desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities.’ http://en.wikipedia.org/wiki/Ubiquitous_computing
  • 25. Wearable computing ‘Wearable computers are computers that are worn on the body.’ http://en.wikipedia.org/wiki/Wearable_computer
  • 28. Ergonomics of Interactive Gestures "Hands are underrated. Eyes are in charge, mind gets all the study, and heads do all the talking. Hands type letters, push mice around, and grip steering wheels, so they are not idle, just underemployed." —Malcolm McCullough, Abstracting Craft (from: Saffer, 2009)
  • 29. Patterns for Touchscreens and Interactive Surfaces Tap to select
  • 30. Patterns for Touchscreens and Interactive Surfaces Drag to move object
  • 31. Patterns for Touchscreens and Interactive Surfaces Pinch to shrink and spread to enlarge
  • 32. Patterns for Free-Form Interactive Gestures Point to select/activate
  • 33. Patterns for Free-Form Interactive Gestures Shake to change
  • 35. Reader Wearable computers: Steve Mann. Eyetap.org. http://about.eyetap.org/ Ubiquitous computing: Mark Weiser (1991). The Computer for the 21st Century. http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html Adam Greenfield (2006). Everyware: The Dawning Age of Ubiquitous Computing. New Riders, Berkeley, CA. Donald Norman (1998). The Invisible Computer: Why Good Products Can Fail, The Personal Computer Is so Complex, and Information Appliances Are the Solution. The MIT Press, Cambridge, MA Mike Kuniavsky (2010). Smart Things. Morgan Kaufmann
  • 36. Reader Input devices Doug Engelbart (1968). The mother of all demos. Google video stream Wikipedia. http://en.wikipedia.org/wiki/The_Mother_of_All_De mos
  • 37. Reader Fitts’ Law Dan Saffer (2007). Designing for Interaction: Creating Smart Applications and Clever Devices. New Riders, Berkeley, CA. (page 53) Speech recognition Microsoft. Microsoft Speech Technologies. http://www.microsoft.com/speech/speech2007/def ault.mspx
  • 38. Reader Handwriting recognition Wacom. Unleash Windows Vista With A Pen. http://www.wacom.com/vista/index.php Gestural Interfaces Dan Saffer (2009). Designing Gestural Interfaces. O’Reilly Media, Sebastopol, CA Ergonomics Henry Dreyfuss (1955). Designing for People. Allworth Press, New York, NY.