Posts Tagged ‘interface’

The Pen de Touch, for Driving Light Cycles [Design]

The Pen de Touch provides haptic feedback while interacting with virtual objects. It also looks like Jeff Bridges could streak across the interface any second.

If the device "senses" contact with a virtual boundary, it reacts accordingly. For example, If you're drawing on a virtual surface, the pen pulls in the opposite direction to represent friction.

The idea is to use the device in museum applications and such, but let's face it. This thing was built as a Light Cycle control device. All other uses are secondary. [Tachi Lab via Designboom]




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Windows Mobile 6.5 ’second edition’ bringing slightly revamped UI?
We’ve already gotten a glimpse of an updated on-screen keyboard seemingly set for inclusion in the next update to Windows Mobile 6.5, and it now looks like Microsoft might have even more changes on tap to keep folks satisfied in the buildup to Windows Mobile 7. Apparently, something that may or may not be called Windows Mobile 6.5 ’second edition’ adds a number of UI updates that are supposedly designed to make it more usable with capacitive touchscreens. The biggest of those changes, it seems, is that the clickable buttons from the top bar have been removed in favor of a larger, more finger-friendly bar at the bottom — which, judging from appearances, is not quite ready for prime time. Of course, of all this is still just based on what’s been turned up in an early build of the OS, but at least one unnamed Microsoft representative has reportedly confirmed that the updated UI does indeed come from Microsoft, but he apparently wouldn’t confirm much else.

Windows Mobile 6.5 ’second edition’ bringing slightly revamped UI? originally appeared on Engadget on Thu, 26 Nov 2009 16:38:00 EST. Please see our terms for use of feeds.

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Gadget Singularity: Let’s Ditch Our Buttons and Screens Forever [User Interface]

The past decade's march towards better gadgets shows a trend line pointing towards ultra powerful gadgets with UIs so seamless, they make Macs look like a punchcard computers. But if you think about it, we—not hardware—are the limitation.

Besides processing power, price and battery life improvements, our preferences for gadgets and the direction of those desires point towards three things: Richer displays, more seamless inputs and smaller packages—the first two being in direct conflict with the last. Looking at where we've been and where we are, I don't think we can keep pursuing these goals without going gadget prosthetic.

Now here's a trip: For the first time, this decade, design choices are being made to limit resolution in screens to show mercy to the human eye. Apple's recent iMac revision increased the desktop monitor's pixels per inch rating to about 110. That's the equivalent of a laptop levels of density, but on a big 27-inch screen, and it was so sharp, it hurt. Any desk jockey can tell you that as displays get sharper, the strain goes up. On mobiles, which are already the most pixel dense of the gadget kingdom, designers are frequently bashing into conflicting goals of fitting lots of pixels onto pocketable devices. Resolution-independent operating systems (that rely on vector-based graphics) are important but if we don't take displays inside the human body, gadgets can't get much smaller—there's no way for them to become as pixel rich as desktops while continuing to get smaller than they already are.

The the idea for hybridized HUDs featuring reality and computed interfaces has been around for ages. Science fiction has already dreamed up what it is we want to see in animations like Ghost in the Shell. But the recent explosion of augmented reality apps—powered by smartphones with directional compasses, internet connections, location awareness, cameras and the power to draw data driven overlays—are simply prototypes for real HUD and in-eye/mind displays. It's not a conceptual problem as much as it is a question of how.

Keyboards and buttons are easier to understand as a limitation, as we type on increasingly baby-finger sized keyboards on smartphones with appendages that look like hot dogs. Keyboards just need to go away. Towards that trend, software keyboards may be error prone but when used by the proficient, the typing is way faster and the devices are way smaller. Further away from traditional keyboards, Microsoft Research's projects point towards gesture and voice commands. I don't see how we could get full work days done that way, though, and there's the rub. There's not even a good concept for controlling a PC to the level we need to without keyboards and pointers now. Mind control is a joke.

In user-interface design, we've always trended towards the invisible. Instead of seams, we want the seamless. Instead of four clicks, any given major task is better with three. Maybe one day, none—the blink of an eye. Funny enough, the only mentally controlled gadgets these days are toys. And usually the low-end QVC valley where high-end tech ends up after dripping down from the peak of military or space program development to gadget fiends, and finally their kids. I would guess the sloppy capabilities of such toys, like the Mindflex Brainwave, make it inappropriate, unsafe and unusable for anything but hovering a ball in mid air.

It's funny looking back at attempts of strap-on computing. We always thought these clunky setups—"wearable" PCs velcro'd to our arms or slung over our backs—were the predecessors to in-body computing. I've long assumed that getting to prosthetic gadgets was an issue of micronization. "When we can fit a computer into the profile of a Bluetooth headset, people will use 'em," we thought. But it's clear to me that it's about the interface; the inputs and outputs.

Gadgets don't have much more room for revolutionary improvement unless we bypass our own natural limitations of fingers meant to peel bananas and eyes designed to spot prey and predators, and get these damn things we love and depend on so much routed directly into our brains.

This week, Gizmodo is exploring the enhanced human future in a segment we call This Cyborg Life. It's about what happens when we treat our body less as a sacred object and more as what it is: Nature's ultimate machine.

[Image from Stuart Moore]




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Nokia patent app reveals dreams of pressure-sensitive multitouch interface
Nokia's no stranger to the patent application process here in the United States, and while we've certainly seen some strange ones emanating from its R&D labs, this one looks like something that should be implemented on the double. Explained as a "user interface for controlling an electronic device," the multitouch solution would essentially allow you to pinch, zoom and rotate objects as usual, but it would also employ an array of pressure sensors in order to give your motions a sense of severity. If executed properly, one could theoretically envision the use of a strong push to simulate a double tap (for example), or as a means to activate a secondary function that generally requires another button press or the use of a 'Function' key. Hit the read link for all the mumbo jumbo, but be sure to keep your expectations within check. Or not.

[Via UnwiredView]

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Nokia patent app reveals dreams of pressure-sensitive multitouch interface originally appeared on Engadget on Sat, 24 Oct 2009 22:24:00 EST. Please see our terms for use of feeds.

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Apple Magic Mouse Hands On [Apple]

The Apple's Magic Mouse doesn't have anything on its surface. It's an aluminum base topped off with a smooth multitouch panel. It felt weird to use, but leagues ahead of the Mighty Mouse. I may go back to mice. Updated

The strange thing about the Magic Mouse is not how it works. It is that you have different gestures than on a standard Macbook Pro trackpad.

One obvious example: Since you move the cursor by moving the whole mouse with your hand, there's no point in also using one finger to move the cursor, like on the trackpad. Moving your finger on the surface of the Magic Mouse allows you to scroll in all directions, 360 degrees around.

You can also scroll with two or three fingers, if you move them up and down. But if you swipe them from side to side while using a web browser, your browsing history moves forward or back.

Physically, the mouse is beautiful, and feels nice. The top is made of white polycarbonate that matches the keys on Apple's keyboards. It is one seamless touch surface, and, logically, there is no Mighty Mouse scroll nipple.

The surface can also simulate the left and right buttons. Unlike in previous Apple's mice, the two buttons work perfectly. This time they also added physical feedback, so when you click the buttons, you actually get the entire surface to click—like the original clear Apple mouse.

The mouse runs on AA batteries, and Apple claims 4 months of use per set. You can get it with the new iMac or pay $69 separately.

Apple Introduces Magic Mouse — The World's First Multi-Touch Mouse

CUPERTINO, Calif., Oct. 20 /PRNewswire-FirstCall/ — Apple® today introduced the new wireless Magic Mouse, the first mouse to use Apple's revolutionary Multi-Touch™ technology. Pioneered on iPhone®, iPod touch® and Mac® notebook trackpads, Multi-Touch allows customers to navigate using intuitive finger gestures. Instead of mechanical buttons, scroll wheels or scroll balls, the entire top of the Magic Mouse is a seamless Multi-Touch surface. Magic Mouse comes standard with the new iMac® and will be available as a Mac accessory at just $69.

"Apple is the Multi-Touch leader, pioneering the use of this innovative technology in iPhone, iPod touch and Mac notebook trackpads," said Philip Schiller, Apple's senior vice president of Worldwide Product Marketing. "Apple's Multi-Touch technology allows us to offer an easy to use mouse in a simple and elegant design."

Magic Mouse features a seamless touch-sensitive enclosure that allows it to be a single or multi-button mouse with advanced gesture support. Using intuitive gestures, users can easily scroll through long documents, pan across large images or swipe to move forward or backward through a collection of web pages or photos. Magic Mouse works for left or right handed users and multi-button or gesture commands can be easily configured from within System Preferences.

The Magic Mouse laser tracking engine provides a smooth, consistent experience across more surfaces than a traditional optical tracking system. Magic Mouse uses Bluetooth wireless capabilities to create a clean, cable-free desk top and its secure wireless connection works from up to 10 meters away. To extend battery performance, Magic Mouse includes an advanced power management system that works with Mac OS® X to automatically switch to low power modes during periods of inactivity. The wireless Magic Mouse is powered by two AA batteries which are included.

Pricing & Availability
Magic Mouse comes standard with the new iMac and is available at the end of October through the Apple Store® (www.apple.com), at Apple's retail stores and Apple Authorized Resellers for a suggested retail price of $69 (US). Magic Mouse requires Mac OS X Leopard® version 10.5.8 or later.




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Tangible 3D UI being developed in Japan (video)
People have been trying to sell us 3D this and 3D that for ages, but for the most part it's always been the same flat surface we're looking at and poking with our fingers. Some restless souls in Japan, however -- including Engadget's very own Kentaro Fukuchi -- have begun developing a way for computers to recognize a person's interactions with real objects and to respond accordingly. The essence of this new technique is to use translucent rubbery objects, whose diffraction of specially polarized light is picked up by a camera. Thus, relatively subtle actions like squeezing and stretching can be picked up by the different light results produced. Still in the early stages of design, the system is hoped to assist in surgery training, though we've got video of its more fun potential uses after the break.

Continue reading Tangible 3D UI being developed in Japan (video)

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Tangible 3D UI being developed in Japan (video) originally appeared on Engadget on Tue, 13 Oct 2009 06:40:00 EST. Please see our terms for use of feeds.

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Larva Labs proposes ‘intelligent’ Android home screen

HTC and Motorola may have done their best to whip Android's interface into shape, but it looks like the folks at Larva Labs still weren't satisfied with the options available, so they've naturally gone ahead and designed their own UI (with a little help from Ideas on Purpose). While it's unfortunately still just a concept, the firm's so-called "Intelligent Home Screen" does bring plenty of interesting ideas to the table, which Larva Labs says should help it "appeal to Blackberry owners and people struggling with information overload." The centerpiece of the concept is a home screen divided by a (slightly familiar looking) slider bar, which puts personal items like emails up top and general interest stuff on the bottom, with relevant apps accessed by the icon on the right-hand side of the screen, and everything else relegated to a separate menu. Hit up the read link below to check it out in action.

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Larva Labs proposes 'intelligent' Android home screen originally appeared on Engadget on Mon, 21 Sep 2009 14:56:00 EST. Please see our terms for use of feeds.

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HTC Hero firmware update peps up the Sense Experience to something usable
Good news for HTC Hero early adopters: HTC has a new firmware update out now for the device that considerably speeds up the interface, if the multitude of reports to be found on the internet can be believed. Seeing as this was the number one gripe with the overall excellent UI, we're incredibly glad HTC has gotten work on this, and we'll be spending some more time with the device to return our newly tinted impressions. There's a video after the break demonstrating changes, and most actions seems quite a bit quicker and smoother, all the way down to opening and closing the apps menu, and sliding between home screens. The update doesn't really include much else in the way of features, but since it's addressing the main pain point of the phone, we sure don't mind -- and neither will Sprint users, who we suppose will be getting this newly improved interface right out of the gate.

[Via Gizmodo]

Continue reading HTC Hero firmware update peps up the Sense Experience to something usable

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HTC Hero firmware update peps up the Sense Experience to something usable originally appeared on Engadget on Mon, 14 Sep 2009 15:56:00 EST. Please see our terms for use of feeds.

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Elliptic Labs returns with more red hot touchless UI action
Elliptic Labs is back on the scene with another demo of its touchless UI. This time 'round the company's teamed up with Opera and presents us with a much more polished affair, not to mention a couple technical details. According to CEO Stian Aldrin, the device is based on ultrasound, tracks the hand itself (no reflector or sensor necessary), has a range of one foot, and has been designed to be either embedded in any electronic device (including a cellphone) or to connect to devices via USB. The company's current demo shows the technology being used to flip through photos in an Opera widget. Sure, a couple simple one-gesture commands isn't exactly "pulling all the stops," as far as a proof-of-concept goes, but we're looking forward to seeing what this company comes up with in the future. Peep for yourself after the break.



Continue reading Elliptic Labs returns with more red hot touchless UI action

Elliptic Labs returns with more red hot touchless UI action originally appeared on Engadget on Tue, 08 Sep 2009 13:54:00 EST. Please see our terms for use of feeds.

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Nokia interface patent fits like an AR-enhancing glove
Okay, you know the drill by now: just because it's in a patent doesn't mean it's happening anytime soon, if ever. With that said, we'd love to see what Nokia had in mind when they concocted this one. As Unwired View recently unearthed, the Finnish phone maker has drawn up a design doc / patent application for comfortable, stretchable material that fits over your skin and is used for device interaction. Gestures and stretches are computed and signaled into nearby computers, phones, or interestingly enough "near-eye displays" -- sounds like we're getting into a bit of virtual / augmented reality territory here -- and they are also tailored to provide feedback via vibration. Again, don't hold your breath on seeing this come to fruition any point in the near (or even long) future, but still, we know what you're thinking: Nokia's gonna have to think of a ton of kooky color descriptions to accentuate any future lineup of input wristbands / fingerbands.

[Via Pocket-lint]

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Nokia interface patent fits like an AR-enhancing glove originally appeared on Engadget on Sat, 11 Jul 2009 10:37:00 EST. Please see our terms for use of feeds.

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