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The UX of Tomorrow: Designing for the Unknown MIT Enterprise Forum of NYC June 4, 2015 Jeff Feddersen fddrsn.net

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

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The UX of Tomorrow: Designing for the UnknownMIT 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

Primesense depth cam

era

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 StyleScape120’ 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 HumansSimple 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 document for Stylescape

Gizmos

Capture Board

CPU Data to cinemagraph

Display wallProximity sensor

Floor pad

Switch

ButtonMotion 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 document 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 document 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 document for Stylescape

Summary

Gizmos Eyes Mobile HumansSimple, 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 document for Stylescape

3. Plan

IR RE CC CC RE IRIR

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 document 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/