Microsoft Surface applied in a retail setting

Here are two nice practical applications of Microsoft Surface in retail stores of wireless carriers in North America (Wind Mobile and AT&T) where touchscreen and tangible input paradigms are used in combination. The phones are tagged with barcode stickers on the surface-facing side to enable the table to recognize the different models. Personally, I like Wind Mobile’s implementation in the first video a bit better because of their clean, no frills design but see for yourself:

PaperLens: Volumetric Information Space

While doing a quick survey of the ACM library today I noticed that my paper on Facet Folders received its first citation. I’m proud to pass that milestone.

In related news, I saw that Raimund Dachselt and his team (Raimund supervised my Master’s thesis) presented a great approach for visualizing volumetric datasets with their PaperLens prototype. Watching the video of their prototype really makes me miss working on projects which push the boundaries of current UI/interaction concepts:

Tangible interfaces

In summer, I wrote about a framework for reality-based interaction for which I wanted to give a few examples. Although the term reality-based interaction is not mentioned, I think the design ideas presented in two recent publications of the MIT Media Lab team around Hiroshi Ishii fit very well into that category.

The first paper is Simplicity in Interaction Design by Chang et al. which reports on a design exercise conducted at the Media Lab to encourage students to design expressive but simple means for representing information of common devices found in households with the use of a very limited set of interface components. This exercise resulted out of the observation that many interfaces are overloaded with “buttons and blinking lights (B.A.B.L.)” which represent information about complex state machines, such as those found in modern answering machines, in a manner that is too complex for users to understand. The authors argue that this is a result of designers chosing features over usability which, as a consequence, requires ever more complex user interfaces. The primary constraint of the exercise to redesign such a device was therefore set to allow for a maximum of one input and output mechanism, e.g. one button and one LED. With this, the authors state, they hoped to force students to prioritize features and leave out those not representing a core functionality. Before conducting the exercise in a classroom setting, the authors completed the exercise once themselves.

Of the results described in the paper, I found the design of a simple answering machine particularly inspiring: It consists of a bowl-shaped base which is overstretched by a membrane. For every incoming call recorded on the device, the volume covered by the membrane expands slightly more, causing the membrane to bulge outwards. To play back the recorded calls, a user simply applies pressure to push the membrane back down into the bowl. To rewind a recording for a few seconds, it is sufficient to briefly pull the membrane back out. In essence, Chang et al. argue, these restrictions helped them to focus largely on using mechanical change to modify and visualize a device’s state and overall, they conclude that such forced simplicity can in fact encourage finding novel interaction techniques and foster new innovations. Personally, I see significant potential in the marketability of such simple devices and would be happy to see them showing up in stores. It is the instant comprehensibility of the interactions which, in my opinion, would find a big audience of buyers.

No messages, a few messages, several messages, playback of messages

Different states of a tangible answering machine. From left to right: No messages, a few messages, many messages, playback of messages

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