Gordon P. Baty on Digital Experience

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My professional opinion blog

It’s the era of the spatial UI

There’s a quiet user experience revolution going on, and although many people are aware of it on an ‘oh that’s neat’ level, I predict that we’ll see a snowball effect of user experiences in 3 dimensions.

The two big players that are bringing spatial UI into the mainstream are the iPhone and Wii.  Although iPhone is primarily a touch-driven device, anyone who has delved into the world of downloadable apps will find some very interesting uses of it’s spatial awareness features: Games that detect tiny changes in tilt angle for driving a car or balancing a pile of blocks, and apps that change to a different mode based on which way up you are holding it

You’re most likely already familiar with the Wii-mote and it’s spatial capabilities.  There are actually two features built into the Wii-mote: tilting (like the iPhone) and also pointing at the screen.  As you play through Wii games the controller takes on different modes – at one point you’ll be pointing at what to do next, then you’ll be tilting it to steer a vehicle, then waving it in ‘gestures’.  There’s been a deluge of sub-par games on the Wii since it became such a success, but look carefully and you’ll find games with highly innnovative interactions. 

Spatial UI has been beautifully brought together in the Siftables prototype, whereby small independent computers react to each other depending on each other’s roles and physical relationships.  Watch the presentation at TED and you’ll see it passes the ultimate test: It delights children. So this may not be a consumer device that people will run out and buy tomorrow, but the potential for UI innovation is fascinating.

Spatial experiences are going mainstream with 3D movies.After years sidelined at IMAX and amusement parks the 3D movie is back with a vengeance and it seems like every animated movie is now releasing in 3D. [update:] James Cameron in a recent Time article claims 2D is inherently harder for the brain to process, as opposed to 3 dimensions which the brain is designed to process.

So what’s next?  It’s hard to predict what will be a good spatial experience, how best to use the new technology and we’ll evidently need a period for people to just play with it and see what works and what doesn’t (there’s certainly been a fair share of both so far).  If you have the opportunity to build spatial awareness into your next product, I advise you to embrace it with fervour but also expect to prototype and go through a few iterations before you get it right.

Filed under: 3D, general, revolutions, trends, user interface , , , , , , , , , , , ,

Xbox 360 New Interface and Avatars

It seems like a fair time to revisit my previous post about the Xbox 360 digital facelift.

I started off by lamenting the work-in-progress nature of console interfaces these days.  Well generally the new Apple-style interface does seem an improvement over the very confusing ‘blades’ system, and the upgrade process was pleasantly fast and effortless.  Could they have fixed their previous interface without totally redesigning it?  I would say yes, but this isn’t so much about redesign…  

It’s immediately evident that the real objective for Microsoft is about introducing their avatars and opening up their marketing/sales opportunities for downloadable content. Most notably, while there are some usability improvements here, the amount of ads and sales channels are borderline irritating and introduce needless steps between turning on the console and playing a game.

Referring again to my previous post, I was concerned that Cover Flow wouldn’t work for the complexity of the menu options. I think I was half right there.  In addition to left-right navigation of the current menu, which is very pleasant and fits very well, they’ve added an up-down channel selection carousel which is rather less successful.  It’s definitely visually pleasing but I often find myself lost.

Comparing the avatars to the Miis on the Nintendo Wii, I’d say they made some mistakes:

Flexibility – Wii avatars allow for detailed customization (eg, choose exactly how far apart your eyebrows are) whereas the Xbox avatars are quite limited in their flexibility (I doubt we’ll see caricatures of famous people on Xbox)

Optional – Wii avatars are an option in many games and are found under a sub-section of the main menu, whereas Xbox avatars are forced upon you and shown front-and-centre whenever you start the console

Style – Although the Wii avatars have a cartoony cuteness about them, their high level of  simplification allows for a wide range of character styles to be made, whereas the Xbox avatars are firmly set in a cute, family-friendly style

Ulterior motive – there’s no doubt that the Xbox avatars are part of a plan to introduce monetized content (ie, pay for clothing upgrades)

Overall, I’ve no doubt that the target audience they are now aiming at will lap this up. The monetization and downloadable content features are also very impressive, if a little too geared towards Microsoft’s interests than the customer’s enjoyment.  One of the biggest factors in brand affinity is simply the question ‘is it me?’ and while they’ve given a new consumer segment good reasons to say Yes, I suspect there’s a large number of people from the established base who are a little doubtful in their answer now.

PS – I’ll save the usability horrors of the PS3 interface for another day – just so you know I’m not only about Microsoft-bashing

Filed under: 3D, folly, presentation, style, trends, user interface, user-centred , , , , , , , , , , ,

Making sense of 3D Flash interfaces

You must have seen the 3D web and software design trend, starting with Apple’s 3D-esque interface designs of recent years, and lately boosted by the impressive PaperVision 3D for Flash.  They make for beautiful, layered experiences and the sense of depth is intuitively pleasing. However, it doesn’t take much to turn a trend like this into a for-the-sake-of-it gimmick. 

The key to using 3D well is to think about the psychological value of 3D to a user, and not just turning things into 3D willy nilly.  People have portions of their brains that are dedicated to processing 3D visual scenes, and tapping into that is a powerful way to communicate things that have been tricky with 2D design:

Movement patterns provide a major cue in 3D – when objects move in unison (eg, rotating in a circle) there’s evidently a relationship between them.  The path in space taken by the objects give up clues to whether there’s a finite set and how fast you are moving through them. Apple’s ‘coverflow’  carousel is a prominent example of using movement in space but the approach could be applied in many different ways.  

Sense of place is communicated on multiple levels – 2D experience design relies on esoteric navigation constructs such as tabs and breadcrumbs to show people where they are in the overall structure of content.  Although many are now common across hundreds of websites, they take some learning and are often unintuitive.  In contrast, when you’re looking at a 3D scene with objects located in relative space the structure is immediately evident and familiar.  

Proximity = relevance – when you have many spatial constructs, the ones in close proximity are the ones that you assume are relevant to the matter at hand.  In a 2D space, this type of approach becomes a difficult task of managing clutter. Using size, location and perspective in 3D space is powerful for showing relevance, not just because of the extra dimensions but also because our brains are designed to process things that way.

Real world rules apply – unlike unique constructs built for UIs, the rules of 3D are the rules of the real world, so it’s easy to know whether you are breaking the rules based on what would make sense in the world: Objects shouldn’t appear out of nowhere, things should move predictably and with a sense of weight/mass, and so on.

Bonus: Lessons from 3D games have been learnt over years of experimentation and evolution that can now be leveraged in UI design. Video games have been building complex 3D interactive experiences for years and UI designers can actually claim some reference value from those hours of playing!

Filed under: 3D, creative delivery, information architecture, revolutions, style, trends, user interface, user-centred , , , , ,

Xbox 360 New Interface Design

So apparently the Xbox 360 user interface is getting a total overhaul.  I’m impressed at how aggressive they are about innovating the product experience with this move.  It’s very daring, and certainly a first among game consoles, to completely change the UI from what people have become familiar with over the past years.  

We’ve entered a new era of in-life OS upgrades for online consumer products (thinking of the major game consoles, Tivo, the iPhone and iPods).    Although the benefits are evident with each valuable feature added, I’m perturbed by the overall experience:

  • The products are a work in progress – I’m not entirely OK with buying at full price an unfinished product
  • Updates are not always for the better – for example, the Tivo interface has been on a downward slide with each new addition 
  • The upgrade processes are mostly laborious and time-consuming – can’t they update themselves without any work on my part?

Back to the Xbox’s new interface.  Although I’m pleased to see that they’re giving it a clean-up, I’m somewhat underwhelmed on first impression:

  • Looks a lot like coverflow - positive points for looking good but negative points for being derivative
  • Bright white and new avatars – seem inappropriate for the established gaming user base and reminiscent of the Wii
  • Fit for purpose – coverflow seems overly simplistic given the inherent tasks of managing messages, game lists, etc.
We may be seeing phase 2 of the Master Plan here – Xbox was originally developed as a trojan horse for Microsoft to get into the living room. With this UI change and the growing video rental capabilities of the console it appears they are finally making good on that strategy.  However I am skeptical that this device, which has established itself as the choice of the hardcore gamer, and which sits firmly in the ‘Games’ aisle of major stores, will transition to a general entertainment device. If they pull that off it will be a stroke of genius.

Filed under: 3D, folly, presentation, revolutions, style, user interface, user-centred , , , , , , ,

The death of windows

I believe we are seeing the creeping and not-distant demise of windows.  I’m not talking about Microsoft Windows specifically (although I’d be fairly happy to see the creeping death of that particular product) but in general I’m referring to the windows GUI.  Anyone with a little knowledge of UI design history will be aware that the window metaphor was developed at Xerox PARC and was brought to the mainstream in Apple’s early products.  It was revolutionary back then but today there are better, more user-friendly ideas arising at the forefront of software design.

I’m seeing more and more software using full-screen configurable spaces instead of small, layered windows, and this is where we can expect the future to lie.  Examples are the tabbed interfaces like Firefox and the new Thunderbird. There are also iTunes and the iLife consumer suite produced by Apple, where each program takes on the full screen and lays out it’s features in a simple, configurable format.

The most innovative interface designs I have seen – period – come from 3D software.  I’ve been working on some 3D modelling the last couple of years and I’ve been blown away by the sophistication and configurability of the software UIs.  For example, Bodypaint - the UI is an incredibly configurable and malleable workspace that takes up the screen but let’s you lay it out how you wish.  This isn’t the scatter of floating palettes and views that is the norm with 2D image editing software. Instead, the palettes and views may be added, moved, grouped and collapsed at the user’s will, and the screen layout shifts to accommodate.  

I also believe that the full-screen UIs of mobile devices and interactive TV will have a major influence on software design in the next few years.  Digital designers take inspiration from the devices they personally use and the more they are exposed to the latest mobile and TV interfaces, the more we’ll see it rub off on other UI designs, especially considering the new ideas that are coming out in those areas as they go through rapid innovation.

 

 

Filed under: 3D, general, revolutions, style, trends, user interface, user-centred , , , , , , , , , ,