interfaces of futures past - stlux 2014

67
Interfaces of Futures Past

Upload: moxmas

Post on 22-May-2015

248 views

Category:

Design


4 download

DESCRIPTION

Media culture influences what we expect from our interfaces. When we recognize the Hollywood-ized expectations these examples create, it can be pretty comical. But we can also derive some simple takeaways we can bring back to our human-centered design work. Come on, people, have a laugh.

TRANSCRIPT

  • 1. Interfaces of Futures Past

2. Morgan Noel Customer & Partner Facing Experiences Leader [email protected] @moxmas 3. Before we begin, please enjoy a word from our sponsor AT&T *. * AT&T is not a sponsor 4. Whatll they think of next? Challenge of Change, 1961 An AT&T future vision video. 5. Media culture influences what we expect from our interfaces. 6. And what have we been trained to expect? 7. Gestural Interface Hacking Virtual Reality Voice Interface 8. As we hit these four areas, lets keep two goals in mind. 1: Recognize the Hollywood-ized expectations these examples create. 2: Try to derive some takeaways we can bring back to our work. 9. Hacking a.k.a., Typing 10. Unfortunately, the core hacking activity is typing. Not very cinematic. But Hollywood tried to make typing seem compelling 11. WarGames, 1983 12. Shall We Play a Game? 13. Shall We Play a Game? WarGames, 1983Interface elements: Speech synthesizer, keyboard Method to make typing compelling: Thermonuclear war Ferris Bueller 14. Hackers, 1995 15. Bespoke Keyboard 16. Pay Phone Modems 17. Pirate Headset 18. Ridiculous Control Center 19. 3D Data Skyscrapers = CYBERSPACE! 20. Hack the Gibson Hackers, 1995Interface elements:Keyboards, eyepieces, trackballs, pay phone modems Methods to make typing compelling:Hacker lingo, skate boarding, raves, Angelina Jolie. 21. I just want to note that in 1995, this is what a website looked like. So you can see the need to add raves and Angelina Jolie. 22. You have 60 seconds. Go. VIDEO LINK Swordfish, 2001 23. You have 60 seconds. Go. Swordfish, 2001 Interface elements:Keyboards, shouting Method to make typing compelling:Oral sex, gun to the head, 60 second countdown, John Travolta, Hugh Jackmans dancing fingers, AND Halle Berry. Excruciating. Still not compelling. 24. The takeaway? Typing is boring. No matter what or who surrounds it. Its how fast you can get to the results that matters. 25. Virtual Reality a.k.a., Alternate Realities and Bullet Time 26. Tron, 1982 On the other side of the screen, it all looks so easy. 27. VIDEO LINK Tron, 1982On the other side of the screen, it all looks so easy. Tron, 1982 Jeff Bridges gets scanned by a laser, and is magically transported to the world of Tron. The crucial lesson here? Avoid lasers. 28. Disclosure, 1995 29. Virtual Michael Douglas 30. Virtual Giant Library 31. Virtual Microfiche? 32. Southwest.com, 1999 In 99, it seemed like a good idea to recreate the least-enjoyable part of a real airport on the Southwest home page. Southwest.com, 2014 By contrast, heres a multivariate-tested, ROI-generating interactive web experience complete with weather travel advisories. 33. The Matrix, 1999 34. Red Pill or the Blue Pill? 35. I know Kung Fu. 36. Whoa. 37. Bullet Timelooks like magic! 38. The takeaway? Great experiences are magical. Regardless of the effort it takes to get there. 39. Voice Interface a.k.a., Talking to the Computer Like Its a Person 40. Open the Pod Bay Doors, HAL. 2001, 1968 41. Open the Pod Bay Doors, HAL. 2001, 1968 HAL even reads lips! But the actual experience of this voice interface is not so satisfying. Famous, though! HAL still influences how voice interfaces work today. 42. VIDEO LINK 2 43. And probably the most famous example of a voice interface VIDEO LINK 44. Tea, Earl Grey, Hot Star Trek: The Next Generation: 1987- 1994 As simple as this interaction is, it actually implies a sophisticated taxonomy of ordering. Item being ordered: Tea. Tea type: Earl Grey Drink temperature: Hot Oddly, over seven seasons, the computer never learned Picards beverage preferences. 45. The takeaway? If a computer interacts like a computer, people expect it to behave like a computer. If a computer interacts like a person, people expect it to behave like a person. 46. In fact, the movie HER just won an Oscar by dramatizing this concept. 47. In the real world, two numbers show how little it takes to simulate a human relationship. 135 and 30,000 Thompson, C. (2002) Approximating Life. New York Times. 7 July http://www.nytimes.com/2002/07/07/magazine/07WALLACE.html (Viewed 24 Feb 2014) 48. Only 135 words account for about half the usage of of the one million words we commonly use. 30,000 programmed responses were all it took for the chatbot Alice to beat a Turing Test and be called more realistic than a human. It doesnt take much magic to make us believe. 49. Gestural Interface a.k.a., Holograms and Gorilla Arms 50. Johnny Mnemonic, 1995 51. Gloves, 3D tablecloth, and Google Glass Grandpappy 52. Look! More Cyberspace! 53. Grrr! 54. like hes conducting a symphony VIDEO LINK Minority Report, 2002. When people talk about gesture-based interface, Minority Report is what they mean. Steven Spielberg wanted Tom Cruise to look like he was conducting a symphony. It looks wonderful. 55. like hes conducting a symphony Wonderful, yes. Now try it. Hold your arms up in the air for the next minute or so while we roll the video. Wave em around if you want. 56. like hes conducting a symphony VIDEO LINK 57. like hes conducting a symphony Uncomfortable, right? Welcome to the feeling of gorilla arm. After holding your arms up like that for long, theyre going to droop like a gorillas. 58. But these vertical interfaces especially with holograms are the current tone-setters in pop culture. Were taking inspiration from superheroes. 59. The Avengers, 2011 60. Agents of S.H.I.E.L.D., 2012 61. Iron Man 3 62. Thats the state of the art in pop culture interface. VR, voice, gesture; all together in one sophisticated dance routine. 63. Keep this final image in mind: Tony Stark holding a cube of light Lets see how that really works, in Leap Motion. 64. Leap Motion Demonstration All right, who wants a turn? 65. Takeaways - No common language of interaction - Hard to select hold and pauseand pause some more - No tactile feedback, no touch or voice/sound response - Invisibility of sensor range - Gorilla arms But! Room to grow, build and create. For $80! 66. I want room service. I want to wrap up with this clip from, of all things, Johnny Mnemonic. People want things to be great. But also easy. Club sandwiches. Cold Mexican beer. Laundered shirts. Room service. 67. THANKS!