A brief rant on the future of interaction design (2011)
worrydream.com
worrydream.com
Tech innovators and its users/consumers need to think outside of the box more often for ways to control computers. Given a physical UI device, you can place it on a spectrum of "computer-friendly to human-friendly". Touch screens are computer-friendly because it's trivial for computers to understand and developers to interact with. The downside is that users feel distanced from their control, so it is difficult to use efficiently. But developers are smarter than users at UI---the difficulty should be put on them instead, to control their software/OS.
I've imagined things like stress balls with "electric muscles" for feedback to control various applications, a cube with the ability to change its texture with suction/servos, and things like https://roli.com/products/seaboard or https://www.expressivee.com/buy-touche except for general computing applications rather than music performance. Who knows what could be invented if customers could be convinced their computing experience can be improved with better physical interfaces.
Sounds like they're setting params for a PID/control loop in the first place and second order PID/control loops are notoriously finicky so I'd avoid that. But a simple/static linear search for params where it just binary searches while the tech chooses the best value amongst the 3 options [min, mid, max] probably gets them there pretty fast. Though probably still not faster than a manual dial.
I also think it highlights one of the things this article misses; that one of the important design decisions is amount of effort the action takes.
Any interface that requires full body movement is going to be too draining to use all day. It is a lot easier to touch a screen than move your whole body to manipulate a thing, even if that would get you more fidelity.
For all the downsides of a touchscreen phone, people are able to use them one handed for hours on end.
I didn't say the ideal solution should take more effort than a touch screen. In fact, it will take less. Touching and dragging glass takes enormous effort compared to holding a stress ball and twitching your fingers in certain ways to control a computer. The ideal physical interface converts muscle power to "information control" with maximum efficiency.
>people are able to use them one handed for hours on end
Yes, to produce work they could have done in 10 minutes with a keyboard/mouse.
553,000 people in the US are homeless, but I don't think most would say they "don't want a home". 2.3 million people are in prisons, but I don't think that's the place they "want to live". 15.1 million have an alcohol abuse disorder, but I don't think they would all characterize it as "wanting to drink". 12 million people in the US experience rape, violence, or stalking from a partner every year but I wouldn't characterize them as "wanting to be in that relationship".
Behavior reflects all sorts of things outside of the person's intentions and aspirations. One of the goals of a just society is to give people a framework that helps them reach their goals.
Few people will bother. The UX takes real work to make productive.
But do they achieve more in all of those hours than they could have achieved in only minutes with better input devices and more powerful software?
You actually picked an example that doesn't support your argument very well: back in the day, people were able to manipulate dumbphones one-handed very dexterously and even without looking (famously, teens could text their friends while their phones were hidden in their pockets) whereas the modern smartphone demands the use of eyes and often both hands. One-handed use with most modern phones is much more difficult and error prone than with the dumbphones of yore.
Confirmed. I could do that, because all the keys had a small set of functions and input delays were entirely predictable (a benefit of running soft real-time firmware instead of a "regular" OS). And, of course, they were all actual keys. It's easy to develop muscle memory in such conditions.
I had to do real work to get good at Android. And I am. Can do amazing things on my picture behind glass thingy.
Of course mine comes with a pen. Made some tasks possible and practical.
That said, I pretty much hate it. The thing demands a lot of attention. My older tactile device didn't. Like the other comment says, tactile interfaces can be used in pockets, etc...
I do not know what the future holds, but leaving grease smears on a touch screen probably is not it.
And before you get a wrong picture: I wrote big parts of my last academic thesis on my smartphone while I was waiting on the bus.
I’d like to use your argument against you: it is a lot easier to have your hands rested on your desk and just move your fingers a few milimeters on a keyboard than it is to hold your hand in mid air and move it around on a screen and it is faster too.
Only downside: harder to learn and the mapping between keys and actions is often unclear.
I have been working professionally as in audio editing and I cannot imagine doing that on a touch screen. I don’t want to frantically wave my hands around the screen like a conductor just to get a fraction of the speed that I would have when using a computer keyboard.
I also have a direct comparison between software modular synths and the real thing. Software can in a sense be more flexible, because you can just place down 10 effect nodes without having to own them, but the cabling is far more exhausing than with a physical cable (unless we talk about presets or removing all cables).
Touchscreens certainly also have their applications where they outperform every other interface, but it depends entirely on the task.
Agreed. I love my ipad for a lot of entertainment type tasks and I feel the touchscreen works great for that: most general web browsing, watching youtube/netflix, listening to music (touchscreen for browsing/creating playlists), some types of games (but IMHO fails miserably at most). Drawing is great with a stylus, but IMHO not so great with my finger.
For everything else, give me a proper physical tactile keyboard and a mouse, or physical buttons/knobs/faders/whatever.
We give a lot more latitude for "professional" apps (where we spend hours every day using). Often, those UIs are built up historically. I was watching an iPad thinking how much of a mess it would be to show them all of this on day 1.
A car infotainment system would be an interesting place to innovate. I don't know if it's because car companies have squandered goodwill or if I rent/borrow too many cars, but now I just want to use my phone to plug in and prefer knobs over touch screens.
That's a great area for improvement. Controlling a car absolutely needs a good physical controller that is very close (conceptually) to our human muscle structure. But what do car companies use for their new systems? Touch screens, the absolute worst choice for keeping your eyes on the road.
People are rediscovering mechanical keyboards etc.
Modular synthesizers are a wonderful playground for physical interface design. Because of course you want to expose a lot of functionality of your module, but on the other hand your panel will get big and your module will end up taking up a lot of space. Of course you can get away with using a screen and an encoder but hoe wrll can you use it live while making muic then? Of course you can add 20 dials, but maybe 3 clever ones that abstract over those 10 in just the right ways are better? Also: people might not use your module for a month, how can the design remain in their head just enough to kick a spark?
Physical interfaces. Use them blindly, shile wearing gloves, in your pocket.
You have to really fight to get a decent physical interface, to get a good one takes even more.
I believe the future of modular interface design lies especially in more visual feedback which makes usage easier and more intuitive and systems more reliable during live usage. There we can learn from modular and semimodular synths from the software side.
> Vinyl record sales have surpased CD for the first time again not long ago
This says something about vinyl but even more about CDs. Vinyl sales are up but still only about a fifth of what they were in 1982.
CD sales have plummeted. That makes sense because the form factor really has nothing going for it. It's a digital medium, so in terms of sound quality, it's exactly equivalent to the SD card in your phone. But the latter is about a thousand times bigger, a hundred times smaller, read/write, and can be easily updated from the Internet.
CDs are a dead end technology.
But this seems like so much a matter of failure. I grew up in the 1970s, with Moog and Arp synthesizers the best you could get.
The potential of that plus programability on every level seemed astounding.
Obviously, the way that unfolded was into a world where fine-grained interactions within instruments were abandoned. But it doesn't have to be that way. That people aren't playing with modern interfaces just the promise has been abandoned. It doesn't have to be abandoned.
I mean, I can afford spinny Midi wheel but I can't afford a touch-sensative keyboard. I should be able to afford a touch /speed sensative keyboard.
As a guitarist I was always curious for more haptic and less piano-like ways of control. Have you checked out Aturia’s microbrute? A touch keyboard and a synth for ~300 €
I keep waiting for the other shoe to drop on hipster backlash against social media.
That aside: there are all kinds of modules in modular synths — digital, analog, hybrids, electromechanical stuff, ... The first thing people ask me when they see me playing somewhere is usually: “is this analog?” or “how do you know which cable do what”
The redeeming quality of a modular synth lies mostly (nomen est omen) in it’s modularity. It is however very physical in a sense: if you didn’t create a connection it doesn’t exist.
When I was a kid, I used to love experimenting with programming. I first learned on a ZX81, with a magnificent 1KB of RAM, typing in simple games programs from books every session because there was no storage device to save them. That experience, that joy of being able to create something fun, sparked an interest in what these amazing technologies we have invented can do.
Some of my slightly younger friends were lucky enough to have more powerful systems like the BBC Micro available by the time they reached that stage. Those were brilliant because you could connect anything to them. When they were writing simple LOGO programs at school, they didn’t just draw a circle on the screen, an actual mechanical turtle with an actual pen would draw a circle on a real piece of paper, right before their eyes.
Now I want to offer that same joy and intrigue to the next generation of my family. Today’s ubiquitous computing devices are phones and tablets, each with numerical specs many orders of magnitude bigger than that ZX81. That little boy typing in listings from a book now has multiple decades of professional programming experience to share.
And yet, I can’t sit down with my own child and write even the most simple game on those devices, because for all their theoretical power, they lack even a rudimentary programming interface. In some cases, I can’t even write a game myself on another system and port it, because the whole ecosystem is closed off.
How is it that in a time when children seem, often all too soon, to be carrying around more processing power in their pockets than a supercomputer had when I grew up, they still can’t enjoy the sense of freedom and discovery that I experienced with my little ZX81 and its 1KB of RAM and no storage device in the 1980s?
If you're on iOS, have you tried Pythonista? It's $8 on the app store, uses Python as the programming language, features an IDE, and a UI library so budding programmers can write video games.
For those on Android and the technically minded, a rooted Android tablet offers far more options for on-device programming. There's likely an equivalent to Pythonista in the Google app store as well.
(No affiliation; I'm sure there are other apps that are similar, that's just the one I know of.)
It's the thing I've seen that off the top of my head seems most related to your comment.
Fancier input devices seem to have come and gone. They peaked in the 1990s, when you could see a lot of them at SIGGRAPH. My favorite was the magnetically levitated sphere in a bowl. It was like a 3D joystick/trackball with force feedback. It was really cool. It never sold. There were lots of gadgets like that. An animator friend had a workstation with a keyboard, a knob box, a button box, a joystick, a trackball, a tablet, and two screens. Some of the people doing Jurassic Park had a model dinosaur where you could move all the joints, the computer could read the angles, and the on-screen image moved to match. None of this ever caught on. Even 3D joysticks are rare. Game controllers with two joysticks caught on, but those joysticks are abstractions of what's on screen, as, for example, steering, not direct interaction.
I tried Jaron Lanier's original gloves-and-goggles VR system. You couldn't do much with the gloves. That was pretty much true in later glove systems. Autodesk fooled around with VR in the 1990s, but determined that gloves and goggles were not going to make CAD easier.
Lack of force feedback is a huge problem with gloves. Without force feedback, it's like trying to work in oven mittens. Much of human precision is tactile feedback. Without that, precision work is slow and tiring. As everyone who's soldered surface mount parts under a microscope knows.
Back in the 1990s, when I was working on collision detection and physically based animation, I considered building an input device I called "The Handle". The Handle was to be a jointed arm, like a robot arm, with a grip handle on the end as an input device. A servomotor system (or, for cost reasons, I was thinking brakes only back then) would provide tactile feedback. The handle itself would have the ability to split, like pliers, so you'd have something to squeeze.
The Hammer could potentially simulate pliers, tongs, wrenches, hammers, etc. Do simulated auto repair. Assemble Meccano. This would have been what Victor is calling for.
Could it be built? Yes. Would it sell in volume? No.
That's the problem.
[1] https://www.matterhackers.com/store/l/3d-systems-touch-hapti...
You can donate here.[2] Expected donation $5000 and up.
[1] https://tashian.com/articles/dynamicland/ [2] https://dynamicland.org/donate/
I think you might be talking about CMU's Magnetic Levitation Haptic Interfaces: https://youtu.be/cMi75SrDbsk?t=12
I've used it before and it's pretty cool. It's strong enough such that when you hit a hard virtual surface it actually feels hard, and precise enough that when you drag across a brick-like surface it actually feels rough. Unfortunately I remember it having a tiny range of motion.
For your jointed arm "handle", I think they've managed to find a niche in surgical training simulations. I see a lot of similar products come up searching for 6DOF haptic devices (e.g. Phantom Premium 6DOF, Geomagic Touch, Force Dimension Omega 6)
I think you’re overgeneralizing. I would say:
“Without rich real-time feedback, it’s like trying to work in oven mittens”.
The human brain is absurdly plastic. Have you seen someone skateboard? I think good auditory feedback(1) is probably plenty for excellent hand control. Not “intuitive” but learnable. Visual feedback could supplement.
(1) I.e. a full multidimensional synthesizer model, no wave files. Maybe 10 dimensions-ish to start.
Most are going back on that. It is just that what is currently being sold was developped years ago.
I use the physical controls, especially when driving. But my navigatrix prefers the screen, primarily because she likes the visual feedback. (Not enough of the physical controls in my car have things that light up to let you know something's happened.)
The only reason I absolutely need a screen in a car is for visibility. Pretty much all the risk in parking/reversing is removed when your car has external cameras. The other functions don't make much sense to me. If you wanna play video games and watch movies while you're driving, it better be a smart car.
All I care about is cost, space, reliability, road noise, and range. And physical buttons.
What I want is a dock I can put my smartphone into and then the old phone interface takes over. Preferably one with links to 1-2 other docks in the house so all three ring if I get a call.
Pick up the physical receiver, say hello. Talk. Say goodbye, hangup. No screen interaction at all.
Mine is an older Panasonic system, but I'd be surprised if other manufacturers didn't offer something similar.
Though, (and I should have mentioned this in my original comment, sorry) I've never actually used the functionality in question, so I don't know how well it actually works.
Ever since switching to a phone/tablet though, (Android, in my case), I now have to first locate the phone, make sure it's oriented right-side up, attempt to remember which direction I'm supposed to swipe, and if I can't remember, attempt to decipher the tiny symbols without any explanatory text.
I remember at one point that the entire UI changed when I upgraded Android and the next day I could only stare blankly at the screen trying to figure out what was going on while the alarm blared in my face.
I've become somewhat obsessed with ergonomics after a long battle with chair pain. In my mind, true human-friendliness does not require new interfaces for every task (although it may require a slightly different interface for each human). Every computing task may very well be handled best by a person sitting in a chair at a workstation. That wouldn't be bad design IMO; computers are, in fact, general purpose.
If we can get to a point where each computer user is able to use their computer comfortably for 8 hours straight, without pinching a nerve or a blood vessel (yes! it's possible!), then I would consider that a human-friendly design.
I'm not talking about iPads here - the author is totally right that these devices don't seem to be made for human beings.
People need to be occasionally changing position, moving about, getting their circulatory system working, getting their muscles working, focusing their eyes at a longer distance, etc.
We can improve people’s experience with sit–stand desks, frequent short breaks, periodic longer breaks, a daily commute requiring walking or other exercise, etc., but reducing the total number of hours people are staring at screens every day would also be generally helpful. It isn’t all that great to exclusively work at even the most ergonomic possible computer workstation.
Second, reading Jaron Lanier's somewhat recent book on VR I was struck by how far ahead of its time the 'data glove' was. Early VR may not have had the dazzling eye-candy of today's graphics, but on interactivity we just seem to be catching up. (As an aside, I never realized the Nintendo PowerGlove was basically Data Glove 'lite'; developed by VPL.)
Edit: Third, I recently read Carl Sagan's "The Dragons of Eden" which he wrote in the 1970s. It's about the evolution of the human mind. It's SO worth reading today, even if its outdated and proven wrong at times by contemporary discoveries. One thing that really stood out was this idea that it wasn't so much that humans evolved and then invented tools – but that perhaps tools shaped our evolution as much as we shaped tools. Invent a simple tool -> use the tool -> brain develops as a result -> invent even more complex tools -> etc.
Discussed at the time: https://news.ycombinator.com/item?id=3212949
What if you don't have an entire body at your command?
The plus side of “pictures behind glass” is that it's a fairly well standardized interface — the software has to adapt to that homogenized hardware, instead of you fighting to adapt to the hardware. (Or, more accurately, you adapt to it once, instead of once for every type of object you want to interact with.)
If interactive experiences all start to require a good range of motion, bodily sensitivity, and ability to instinctively interpret the interface, there's a risk it could be incredibly alienating for many. Unless we design with that consideration from day one, it could make adaptivity harder than it already is.
I went looking for Bret Victor's take on this question because I was certain he would have thought of this already. So far I only found this:
“Channeling all interaction through a single finger is like restricting all literature to Dr Seuss's vocabulary. Yes, it's much more accessible, both to children and to a small set of disabled adults. But a fully-functioning adult human being deserves so much more.”
http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesi...
I find it sad to read that. Those with access issues deserve so much more too. There's already a huge access gap. If we're going to champion new modes of interaction, we should fight hard not to make the gap bigger still.
"Boss, I'm not disco dancing, I'm preparing our Powerpoint presentation for the big meeting."
Boss: "Please, do the Reboot Shuffle."
You solve that problem and there's a world open to you for using things other than flat text files as the system of record.
Without those tools, it's all talk. If we're lucky. If we're not lucky it's a death march toward a horrible, horrible boondoggles.
We are already trying to visualize four (or more) dimensional code with 2.5D projections (length, width, and a few colors). You give me a tool that can use 3 or 3.5 dimensions and the world opens up to us.
Don't forget to write a merge tool.
Consider books and vision loss. The tried-and-true solution to make books accessible is printing them in Braille. But nobody in their right mind would be suggesting we should only ever print books in Braille, because then it's equally accessible. It would be more "fair", but it would also be a ridiculous waste for the 99.5% of the world's population[0].
If we were to equalize all our technology and processes across all accessibility issues, our civilization would collapse - it would mean nothing depending on body motion, on body sensitivity, sight, sound, speech, taste, pain. The union of all existing disabilities is a life of a rock.
So since we can't really have a truly universal interface[1], we may as well give up on trying to design technology to the lowest common denominator, losing most of the benefits it gives, and instead design it to play to the strengths of human body. Fallback options should be available where possible, but at some point we have to understand that until medical technology homogenizes our bodies, not everyone will be equally suitable to every task.
(And I say that as someone who has always dreamed of being a pilot or an astronaut, but for whom that career path was cut off by large nearsightedness early in teenage years.)
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[0] - "36 million people are blind" according to https://www.who.int/news-room/fact-sheets/detail/blindness-a...
[1] - At least not until a proper brain-computer interface exists, and we all interact with everything using our thoughts.
The biggest omission is the key advantage of "Pictures Under Glass": they can be defined purely in software. Because of that, I don't think they'll ever stop serving a role in our device interactions. No amount of space-age physical device design could've supported the smartphone's explosion of apps without pictures under glass or some equivalent.
With that said, we could definitely benefit from moving some of the more constant/widespread interactions back to physical controls. Buttons and switches on smartphones are always appreciated. And don't even get me started on cars, where there's little need for a vibrant developer ecosystem and a ton of need for non-visual interface comprehension. I also think the Apple Watch's "crown" is one of the more interesting recent examples of a tactile interface that doesn't sacrifice open-ended software development.
I disagree, I'm always accidentally bumping or pushing them. Plus, they usually do tasks that are not my top tasks. I'd like to reassign some of them to my favorite actions.
If the game is just waiting for your hand to enter a bounding box, that’s a 0-dimensional interaction, which feels like nothing. If you could hear your fingers getting close to things, and see the angles between your body and other surfaces, sense through visual texture the relationship your body has with different fields, you would register those things a “physical” experiences.
Touch doesn’t feel like touch because it’s your fingers, it feels like touch because it’s rich and continuous and textured and perfectly grounded in body-space.
You can make proprioaudiovisual experiences like that too, it’s just hard and there are easier ways to make video games that make money.
The science is clear that our brains don’t care which sense data comes from, they just care about the structure of the data.
Although there are anatomical structures that make some senses better at processing one structure than another, they don’t prevent the brain from using those senses for other schemas, if the environment demands it (injury, prosthetics, etc)
Rather than decry anything that resembles what we have today as old-fashioned and not futuristic, it should first be asked "why are screens so common today?"
We've been using our hands for years- keyboards, trackballs, mice, joysticks, custom wheels for driving games, the nintendo light gun for duck hunt, and so forth. Take that- and combine it with something else that should be jumping out at you from the article: every picture with a hand shows it holding a different object.
Screens are multi-purpose. They are perfect for scenarios where one control must meet many needs (compared to the pictured hammer, which at best meets two). Let's say that we could imagine some multi-purpose, tactile, 3 dimensional interface... say, like a hologram from Iron Man or Star Trek. Now compare that to the article's mention of Alan Kay's doodle pre-integrated circuit. The difference is huge... we don't even have the physics knowledge to describe how a tactile hologram could exist at safe handling energies, let alone in open air, as described by those fictions. Comparatively, Alan Kay combined things that already existed... battery, circuits, screen and keys, and imagined what could happen if they were smaller and portable.
We had things much more similar to what he drew decades before we had the ipad; the ipad is merely an incremental improvement over some of my own childhood toys, not to mention what was already available a few years after his own drawing, such as the Speak and Spell ( https://en.wikipedia.org/wiki/Speak_%26_Spell_(toy)#/media/F... )
And with a bit of creativity, multi-use tactile interfaces can be accomplished today.
as long as it doesn't need to be hard realtime and infinitely reconfigurable, it's very feasible
like, imagine a game in which you hammer nails, you would 3D print a hammer, stick in an accelerometer module and mcu/battery/bluetooth module
point being, there are definitely ways to make interfaces that are now, or will become, really usable
These are generally quite poor interfaces compared to what is conceivably possible. A precise pressure-sensitive stylus and/or multiple fingers on a responsive high-resolution display are much richer than these: higher bandwidth of a more directly relevant input. But the finger/stylus on screen is strictly 2-dimensional without any haptic feedback.
Even such tasks as rotating and moving a computer model of a single 3-dimensional object are extremely cumbersome and unintuitive using mouse, keyboard, joystick, steering wheel, etc.
Now imagine using those tools for e.g. controlling a simulated puppet in real time. Pretty much impossible. And yet people control physical puppets with amazing precision and flexibility with some strings and wooden sticks.
And that’s just moving an already existing collection of shapes. What if I want to design a new shape, say a newly imagined knot, or a new playground climbing structure, or a chair, or the face of an imagined deep-sea creature. Tools like pipe cleaners, modeling clay, paper & scissors, wooden sticks and a hot glue gun, ... are dramatically richer and more efficient than any of these electronic tools.
Because putting a damned capacitice touchscreen is cheaper than even one good button.
I spent non-trivial amount of time to find devices that have tactile, physical interfaces. I certainly paid a premium in all cases. Because putting a capacitive layer and an LCD is god damn cheaper, for the reasons you describe.
It's not that the screens are better, or even good. It's that they are so versatile that they are the cheapest, lowest common denominator option for interaction design.
In a sense, Star Trek predicted this, as at least part of the reasoning behind flat panel touchscreens everywhere was that it was very, very cheap prop to make compared to complex physical controls.
The touchscreen is the natural evolution of unending drop down menus that require several trips through every time you do some operation, because the application development had no time for UX research.
It revolutionized the world because a big screen means:
- More content you can view at once
- More flexible and powerful apps that can have more, more intuitive controls and display more information
- Touching an app directly and interacting with it directly means you can manipulate apps far more intuitively, quickly, with direct feedback (remember scrolling webpages before touch with tiny ball wheels or up/down arrows? yea, it sucks)
Resistive touch screen sucked, but capacitive were more expensive and were the game changer. I think you have it backwards.
This justifies a smartphone in its current form. It does not justify why your car stereo is operated by a touch screen.
The truth to p_l's comment is plainly evident if you look at household appliances of today. You'll note that ovens and washing machines don't even have touch screens. They have touch panels with fixed image underneath (same with pre-CGI Star Trek interfaces). They're an UX nightmare, but are used precisely because capacitive touch detection is very cheap (doubly so at low fidelity required in these cases) - it's just a plastic/metal sandwich with zero moving parts.
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[0] - iPhone is the one that's most remembered, but not the only phone in that space in its era.
iPhone was operating in a market where touchscreens were already the norm, it just had a better touchscreen.
It was a general lowering of costs, coupled with better networks and the ability to use more modern web pages that truly revolutionized the market. Capacitive touchscreens were nice, but not end-all.
In fact, my first experience with iPhone 3G was that it was clunkier than the smartphones we used. (and definitely felt cheap).
At least some phones, for a time, used to integrate both touch screen and buttons, which had significant benefits when it came to UX (as buttons can be navigated by tactile feedback only)
The iPad doesn't use keys though.
All of things that made the ipad unique were incremental improvements. That is why i took issue with the assertion that Alan invented / predicted the iPad... So many other examples of tech resembling his drawing far earlier in time.
Direct nerve interface. That would be one hell of a disruptive technology.
What happened to that?
https://news.ycombinator.com/item?id=21115863
At some point AR and VR will finally provide us the overwhelming need. Then we’ll wonder why we didn’t think of it sooner.
At the moment, we’re stuck in the “a keyboard and mouse are better” stage.
What does visual interaction entail and what is stopping that from having already been trialled during one of the previous (and current) attempts to get vr to work for people?
[Update]
I found a link where someone tried to do a simplified version of this:
https://towardsdatascience.com/tutorial-using-deep-learning-...
On another note, we should also be looking at accessibility when approaching this research. Contrary to that last little bit at the end, not everyone has full use of their bodies, or even of their hands. I just finished listening to an NPR segment about inner-city youth dealing with permanent disability as a result of gun violence, and the unique challenges presented to them. Perhaps with people like them in mind, the mass solutions we eventually end up with will be better for focusing farther upstream than nerve endings.
- Freely tracked dominant hand, used for fine-grained control/pointing, expressing body language, and grab/release-like mechanics (which work decently for certain kinds of virtual objects/interactions, like throwing stuff)
- Tracked 6dof controller in non-dominant hand, similar to the existing controllers except with a fully capable twiddler-like button grid for doing fast symbolic entry.
For anything where tactile feedback is core, move it onto the controller hand, where the hardware buttons can provide a more reasonable proxy for things like press-and-release or sustained-holding in terms of motor interactions. (Haptics are still pretty bad on all other accounts, but controllers at least give you pressure feedback under your finger tips, instantaneous response, etc.)
With the above setup, I suspect you could perform most knowledge worker oriented tasks with similar efficiency to a mouse and keyboard, and also perform existing VR-centric use cases like 3d modelling/manipulation, avatar locomotion, full body social interaction, etc. The current two-controller or dual hand-tracked paradigms fall short on the former.
With the introduction of hand tracking capabilities on Quest coming, it seems that we're inching up to mainstream VR devices having the capability to deliver this, except the controllers still lack anything close to keyboard-level discrete inputs. However, once Quest hand tracking launches, it may be possible to use an off-the-shelf twiddler for this if the SDK exposes the ability to track in-hand tools (similar to the Leap Motion SDK.)
I'm not sure I agree with that. Games like Beat Saber and the old demo of Budget Cuts have really made me feel like I'm inside another world, particularly when I was newer to VR.
I say "not sure" because we're not necessarily talking about the same thing—the above are "games" or at least "experiences", not "interfaces. You don't really touch anything in Beat Saber, except for the blocks where a strong rumble is sufficient. Harder to do that in a UI.
We can kind of imagine tactile feedback already in a UI, and vibration is effective in reinforcing that illusion. Perhaps the way forward is to further play around with fooling the brain (via some kind of cognitive interface) rather than somehow reproducing real feedback.
As for adapting yourself to the game, I keep having to focus on preventing myself from using my wrists too much when playing. Given that my goal is calorie burn, I do my best to use my whole arm (as if wielding a real blade). I've noticed that I do create "impact resistance" myself too.
BoxVR is another game where imagining feedback is crucial, more so actually with their fitness focus. Their inaccurate calorie counter is completely motion base, so wider faster movements will drive that up as well. Honestly, BoxVR (custom with lots of fast songs) is now more important than BeatSaber to my daily workout, because I’m able to get a lot more effective motions in. On the other hand, I can’t play it with the toddler around (if he got in my way, he could really be hurt by the gestures I’m doing).
This isn't possible anymore with sliding pictures under glass...
Soli and other gesture-based technologies seem like at least an incremental move to using motion that Bret Victor was advocating for in 2011.
that said, I'm definitely curious to see how it performs in the wild
Another point of fact. Such a machine requires less bps from the human. That is, it requires them to do less thinking, which most people will prefer. And if you're trying to predict the future, "machines will require less thinking (but be more mass market)" is a pretty safe bet.
Sandwiches are very fancy things, as everyone knows. But I expend a lot of mental effort getting the cheese slices in the right thickness. I'm sitting there focusing on making sure I don't deflect the knife too deep or too shallow. This is a very fancy task. But many people prefer specialized cheese slicing devices, because they makes more precise slices, and because they require less mental effort. So expect UI to follow the same trend, from general tools requiring complex input to particular tools requiring simple input.
And in software development, the primary bottleneck is thinking. Anything you can do to enable greater clarity of thought is going to have huge leverage. So I think this is a super promising angle.
Bret's actively developing his ideas at DynamicLand: http://dynamicland.org But clearly it will be quite some time before that tech becomes viable in the real world.
Now I'm wondering if there are simpler ways to use the rest of my body to facilitate thinking. Like, I can't mount lasers and network connected cameras on the ceiling... but maybe there's some software that can use a webcam to do simple gesture recognition mapped to bash scripts or something like that.
Great line.
http://www.smashcompany.com/technology/the-advantages-of-a-n...
Not to mention the huge gaps in logic that cause it to jump from merely a misguided attempt to rail against well established conventions for interfaces to an active argument for those interfaces still being good.
His "Ladder of Abstractions" is a great example:
Extra-ironic on a rant about interaction design.
I'm going to write an essay saying "screens are old news, let's use free-floating holograms like in Iron Man!" with no indication how that would even be possible, and see if I can get on HN.
Yes, that's why I called it a rant, not an essay — it describes a problem, not an idea. (And FWIW, that's not the sort of thing I typically publish, or want to.)
The solution isn't known, and I didn't think making stuff up would help.
The point of the rant was that the solution will be discovered through long research, and that research won't happen without an awareness of the problem. My intent was to hopefully coax a few potential researchers and funders into tangible interfaces, dynamic materials, haptics, and related fields that haven't been named yet. If that happens, then mission accomplished.
http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesi...
So there you go.
I must admit I find BV's writing to be really facile... like he'll compare a piano app on the iPad with a real piano and shit on the entire idea of the iPad... without addressing the obvious point that an iPad can be a million things other than a piano.
"We are inventing a new computational medium where people work together with real objects in the real world, not alone with virtual objects on screens."
> shit on the entire idea of the iPad
That's not at all what he's doing. He's saying the iPad was the Vision of the Future in 1968. Now the iPad is here. It's no longer part of the Future, and we should stop talking about it as if it is, because we need to reach beyond it.
> I don't think you should get points for saying "we should do this impossible thing, that would be better."
When the other contenders at visionaries are saying "we should do this thing that has already been done", saying "we should do this impossible thing" is worthwhile.
Sure they do. At Dynamicland there are turn tables that can be manipulated, joysticks on springs, books with pages that turn, and pieces of paper that are manually rearranged on surfaces by groups of people. All of that involve physical devices, and using hands for something other than sliding on a 2d surface.
Does it solve all the issues he raises here? No, of course not. But it's clear that he's working on it, and providing rich avenues of exploration for other people.
I think you're missing the point. He's saying we should work toward creating a new kind of technology where the ipad would really feel like a piano when you're on the "piano app", but feel very differently for other apps.
What you're saying is that you don't think that such technology could ever exist; BV thinks otherwise and he's working toward that vision. He's also saying that we shouldn't take the future for granted as if a technology will just suddenly appear. It takes hard work, funding and a clear vision.
I can think of a few ways about how we could add tactile touch to a dynamic interface (I.e. turning a piano 2D screen to a real experience). VR is going in that direction (to see 3D from a 2D screen) and you can imagine some sensors at the tip of your fingers where depending where you touch you'd feel something different. Again, that's just an idea, there are many ways it could be achieved.
I don't think you should get points for saying "we should do this impossible thing, that would be better."
When everyone else seems happy to accept that a picture of a piano is a piano, maybe you should get points for pointing out that the Emperor's New Clothes are lacking many important features.