(This guy headed up the team that worked on Halo 3)
Feelings - The perception of Self (book)
Talking about his time at digital.
discussing many of the designs of technology he was a part of (including the modern keyboard)
digital failed because the world changed and digital did not change with them.
Importance of a vision - and a vision of the future.
that vision can form a strategy for your design/product/business.
so how do you see into the future?
socio-cultural trend analysis
If you look at where you are now and where you're going - you can predict the past from the frame of reference you have now.
first computer interfaces were (CLI) command line interfaces
GUI came next - NUI next (natural user interface - surfaces/touch/etc.)
Principles and data drive successful design
CLI - built around recall (recalling commands to use the system)
GUI - built from recognition: you can recognize the items in a menu to use them
NUI: interface built on intuition - if you expect it to work - it will work.
GUI: exploratory system (pull down menus to see what they do)
(people who did better in usability testing scanned all the menus)
NUI: contextual - it understands and will understand and responds in a natural way
CLI: high # of commands w/ low interaction
NUI: Fast and few commands. based upon the natural properties of the object itself
CLI: Abstract & Disconnected terms
GUI: Indirect, interact with the computer through keys, mouse, etc.
NUI: Unmediated - a touch system, interact with in a natural way
CLI: Static - they sit, they wait.
GUI: Responsive. Push a mouse button, get a menu.
NUI: Evocative - the system itself should evoke the behavior. Rooted more in ecological psycology rather than cognitive psychology
Principles of performance aesthetics:
the joy of doing, play is not opposite of work, pleasure comes from interaction and not from accomplishment
Principle of direct manipulation:
wsiwyg = old: what you see is what you get = new
Principle of Scaffolding:
natural evolution in what you expect (put a phone down - data. put a 2nd phone down - comparison between the two)
Principle of Contextual environments:
Environment itself suggests what the next action is
Principle of the Super Real:
Realistic to touch a photo and move it - but touch a photo in one corner and another and expand it - it's super real
this is a bit of magic - but logical magic - you expect it.
Super Principles that drive behind the other principles.
They are the pillars of natural user interface design
Social, Seamless, Spatial
Social: the surface facilitates interaction (ex. flat surface of the MS surface table)
brings other people into the surface - brings people together rather than isolate
Seamless: there is a seamlessness between the computer and the interaction with the person themselves.
ICONS: representation of something else. NUI world = portions of something to represent it "get your *ass* over here" (lol)
MENUS: clicking NUI: objects to interact with
WHY BOTHER creating a new interface?
Intuitive interface creates expertise
Referencing Harry Potter, Spider Man 3, Halo 3.
149M, 155M, 170M (first day of sales) (respectively)
text, text/story + graphics timing point of view, text/story/graphics/timing/pointofview/ behavior (respectively)
childs drawings actually tend to represent the history of art. crude -> realistic -> abstract (very interesting!!)
Formism, Mechanism, Contextualism, Organicism
organicsim: use the metaphor of an organic system to explain phenomenon
Predicting the next system? XUI - Organic System.
Based on synthesis - the combining of things.
instead of contextual, it'll be anticipatory in a meaningful way - constant interaction, extensive instead of unmediated,
...finally instead of calling for a behavior it will be a fluid interaction between the user and the system.