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The UX of Tomorrow:
Designing for the
Unknown
MIT Enterprise Forum of NYC
June 4, 2015
Jeff Feddersen
fddrsn.net
Background: three alternate UX projects
• Li Ning Sport Challenge
• HBO “Superwall”
• Target StyleScape
Physical Computing @ NYU
• What pcomp is
• How it is taught
• Example projects
Large body-controlled interactive game (pre Kinect)
Li Ning Reactive Wall
With: Ziba, AV&C Photo: Ziba
Flow Dodge Stretch
Primesensedepthcamera
Video: Ziba
Interactive touch UI integrated with large video wall, computer
vision system, and SMS.
HBO Superwall
With: BLT, Apologue, AV&C
C
Video: Jamil Thompson
UI UI UI UI
•Video playback, texture layer, and variable compositing mask on Vista Spyder and Watchout
systems.
•4 independant instances of a java-based UI, running 2160x1920 @ 60fps (separate HD UI
and alpha channels)
•Crowd sensing cameras
•Participant surveilance photo cameras
With: Mother NYC, AV&C, Brooklyn Research
Target StyleScape
120’ LED cinemagraph with mixed interactives along
entire length combining tangible, computer-vision, mobile,
and human-directed moments
Photo: Mother NYC
Photo: Mother NYC
Fun Side
Photo: Brooklyn Research
Functional Side
Photo: Brooklyn Research
1. Interactive Overview
Gizmos Eyes Mobile Humans
Simple hardware sensors
strategically located
throughout the space
Video/Depth streams
processed to support
interaction
Guests use their devices Event staff in the mix
Four broad categories of interaction tech have distinct infrastructure, execution, and cost
implications. Any of the four can be mixed together, and each can be scaled from
small+targeted to broad+comprehensive integration with the cinemagraph.
Design
docum
ent for Stylescape
Gizmos
Capture Board
CPU Data to cinemagraph
Display wall
Proximity
sensor
Floor pad
Switch
Button
Motion detector
In this scenario, the space will have small, simple sensors custom-built into the
environment or integrated with props. A single central computer reads the state of each
sensor, filters the data, and sends triggers to the video system.
Design
docum
ent for Stylescape
Eyes
CPU
Data to cinemagraph
Display Wall
CPU CPU CPU CPU CPU CPU
Cameras - either 2- or 3D, and used singly or in an array - watch the crowd. Computers
(approximately 1 per image stream) process the data into triggers for the video system.
Design
docum
ent for Stylescape
Mixed
Capture
CPU
Data to cinemagraph
Display wall
CPU CPU
The four categories can be mixed together to best
support specific interactions. However, cost and effort
are cumulative because there is almost no
infrastructure overlap.
CPU
Design
docum
ent for Stylescape
Summary
Gizmos Eyes Mobile Humans
Simple, scalable, many
possibilities from the same
components
Could be cool and subtle.
Can cover large space
Familiarity, contact beyond
event
Flexible, open ended,
resilient
Needs integration into
props, lots of cabling
breakable
Needs lots of processing to
extract smart triggers.
Optical cameras: lighting
Common Requires staffing, training,
management
Low cost (scalable) High cost (1:1 CPU camera) All costs in software/
campaign
Low cost
Medium effort (scalable) High effort Medium to High effort Low
Design
docum
ent for Stylescape
3. Plan
IR RE CC CC RE IR
IR
IR Mic Custom or stock
control surface
CPU
With mic in
ADC
6-12 channels
CC
* *
*
* These might also be
accomplished with sensors.
IR
RE
CC
Mic
Infrared, motion, or similar
Rotary encoder or similar
Contact closure
Microphone
Design
docum
ent for Stylescape
Common attributes:
• Heterogenous systems with distinct boundaries
• Components joined by “network glue”
• (Typically UDP/OSC in my case)
• Concept precedes solution
Physical Computing
PCOMP Overview
Engadget
From: https://itp.nyu.edu/physcomp/
WHAT IS PHYSICAL COMPUTING?
Physical Computing is an approach to computer-human
interaction design that starts by considering how
humans express themselves physically. Computer
interface design instruction often takes the computer
hardware for given — namely, that there is a keyboard, a
screen, speakers, and a mouse or trackpad or
touchscreen — and concentrates on teaching the
software necessary to design within those boundaries. In
physical computing, we take the human body and its
capabilities as the starting point, and attempt to
design interfaces, both software and hardware, that can
sense and respond to what humans can physically do.
Requires thinking about
• 1-bit
• digital I/O e.g. button, LED
• Many-bits
• analog I/O e.g. knob, fading LED
• Ways to transduce aspects of the physical world
to varying electrical properties (typically
changing resistance->changing voltage)
Handle messy “real-world” inputs
Derive meaning from input:
what did user do vs. what did user want
Reconnect to meaningful output
Learn communication protocols like…
• Asynchronous Serial
• I2C
• SPI
…so you can connect to other “smart”
components such as:
• Accelerometers
• GPS
• Display drivers
• just about anything else…
Example: Terminus
David Cihelna, Yurika Mulase, 2014
http://www.davidcihelna.com/terminus/
3D Navigation
http://www.davidcihelna.com/terminus/
Example: Equilibrium
Jonathan Han and Yuhang Jedy Chen, 2014
http://jedychen.com/category/equilibrium/
2 person “synchronization” game
http://jedychen.com/category/equilibrium/
Example: Descriptive
Camera
Matt Richardson, 2012
http://mattrichardson.com/Descriptive-Camera/
http://mattrichardson.com/Descriptive-Camera/

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The UX of Tomorrow: Designing for the Unknown by Jeff Feddersen

  • 1. The UX of Tomorrow: Designing for the Unknown MIT Enterprise Forum of NYC June 4, 2015 Jeff Feddersen fddrsn.net
  • 2. Background: three alternate UX projects • Li Ning Sport Challenge • HBO “Superwall” • Target StyleScape Physical Computing @ NYU • What pcomp is • How it is taught • Example projects
  • 3. Large body-controlled interactive game (pre Kinect) Li Ning Reactive Wall With: Ziba, AV&C Photo: Ziba
  • 4.
  • 8. Interactive touch UI integrated with large video wall, computer vision system, and SMS. HBO Superwall With: BLT, Apologue, AV&C
  • 9. C
  • 11. UI UI UI UI •Video playback, texture layer, and variable compositing mask on Vista Spyder and Watchout systems. •4 independant instances of a java-based UI, running 2160x1920 @ 60fps (separate HD UI and alpha channels) •Crowd sensing cameras •Participant surveilance photo cameras
  • 12. With: Mother NYC, AV&C, Brooklyn Research Target StyleScape 120’ LED cinemagraph with mixed interactives along entire length combining tangible, computer-vision, mobile, and human-directed moments Photo: Mother NYC
  • 16. 1. Interactive Overview Gizmos Eyes Mobile Humans Simple hardware sensors strategically located throughout the space Video/Depth streams processed to support interaction Guests use their devices Event staff in the mix Four broad categories of interaction tech have distinct infrastructure, execution, and cost implications. Any of the four can be mixed together, and each can be scaled from small+targeted to broad+comprehensive integration with the cinemagraph. Design docum ent for Stylescape
  • 17. Gizmos Capture Board CPU Data to cinemagraph Display wall Proximity sensor Floor pad Switch Button Motion detector In this scenario, the space will have small, simple sensors custom-built into the environment or integrated with props. A single central computer reads the state of each sensor, filters the data, and sends triggers to the video system. Design docum ent for Stylescape
  • 18. Eyes CPU Data to cinemagraph Display Wall CPU CPU CPU CPU CPU CPU Cameras - either 2- or 3D, and used singly or in an array - watch the crowd. Computers (approximately 1 per image stream) process the data into triggers for the video system. Design docum ent for Stylescape
  • 19. Mixed Capture CPU Data to cinemagraph Display wall CPU CPU The four categories can be mixed together to best support specific interactions. However, cost and effort are cumulative because there is almost no infrastructure overlap. CPU Design docum ent for Stylescape
  • 20. Summary Gizmos Eyes Mobile Humans Simple, scalable, many possibilities from the same components Could be cool and subtle. Can cover large space Familiarity, contact beyond event Flexible, open ended, resilient Needs integration into props, lots of cabling breakable Needs lots of processing to extract smart triggers. Optical cameras: lighting Common Requires staffing, training, management Low cost (scalable) High cost (1:1 CPU camera) All costs in software/ campaign Low cost Medium effort (scalable) High effort Medium to High effort Low Design docum ent for Stylescape
  • 21. 3. Plan IR RE CC CC RE IR IR IR Mic Custom or stock control surface CPU With mic in ADC 6-12 channels CC * * * * These might also be accomplished with sensors. IR RE CC Mic Infrared, motion, or similar Rotary encoder or similar Contact closure Microphone Design docum ent for Stylescape
  • 22. Common attributes: • Heterogenous systems with distinct boundaries • Components joined by “network glue” • (Typically UDP/OSC in my case) • Concept precedes solution
  • 25. From: https://itp.nyu.edu/physcomp/ WHAT IS PHYSICAL COMPUTING? Physical Computing is an approach to computer-human interaction design that starts by considering how humans express themselves physically. Computer interface design instruction often takes the computer hardware for given — namely, that there is a keyboard, a screen, speakers, and a mouse or trackpad or touchscreen — and concentrates on teaching the software necessary to design within those boundaries. In physical computing, we take the human body and its capabilities as the starting point, and attempt to design interfaces, both software and hardware, that can sense and respond to what humans can physically do.
  • 26.
  • 27. Requires thinking about • 1-bit • digital I/O e.g. button, LED • Many-bits • analog I/O e.g. knob, fading LED • Ways to transduce aspects of the physical world to varying electrical properties (typically changing resistance->changing voltage)
  • 28. Handle messy “real-world” inputs Derive meaning from input: what did user do vs. what did user want Reconnect to meaningful output
  • 29. Learn communication protocols like… • Asynchronous Serial • I2C • SPI …so you can connect to other “smart” components such as: • Accelerometers • GPS • Display drivers • just about anything else…
  • 31. David Cihelna, Yurika Mulase, 2014 http://www.davidcihelna.com/terminus/ 3D Navigation
  • 34. Jonathan Han and Yuhang Jedy Chen, 2014 http://jedychen.com/category/equilibrium/ 2 person “synchronization” game