Oct 16, 2009

IDPedia: Interaction Design Patterns for Games Library!


From the HelpYouPlay IDPedia (Interaction Design Patterns for Games Library) website:


"Design patterns are ways to describe best practices, explain good designs, and capture experience so that other people can reuse these solutions. The idea of a pattern was introduced by the architect Christopher Alexander for use in urban planning and building architecture, but since then a pattern community has emerged that specifies patterns for all sorts of problems. Interaction design patterns aim to capture optimal solutions to common usability or accessibility problems in a specific context. Typically best practices concerning interaction design are described as guidelines or heuristics. We consider interaction design patterns to be more descriptive than guidelines as it tells a designer exactly when, how and why the solution can be applied." 

Thanks, Barrie Ellis (One-Switch Games) for the link!


SOMEWHAT RELATED
Game Usability and Accessibility
Donate to the AbleGamers Fundraiser!
The funds will support the work of the AbleGamers Foundation, and donations are tax-deductible.

"The AbleGamers Foundation's mission is to empower the disabled population to enjoy the digital revolution that is taking place in gaming... We believe in harnessing the power of many people's voices to solve the problems of the not so few. The AbleGamers Foundation strives to bring together individuals from every lifestyle with a common goal of improving the lives of the disabled. Everyone has the right to enjoy the world, and together, we can make that possible. Together, we can make it possible for everyone to enjoy the rich content of digital entertainment with his or her friends and family regardless of disability."

Eelke Folmer's Human-Computer Interaction Research

Usability Patterns in Games (pdf)
Accessibility in Games and Virtual Worlds
Interaction Design Patterns

Eelke Folmer's presentation at the 2009 Games 4 Health Conference, Boston
Game Accessibility WorkshopG4H: game accessibility research @ University of Nevada, Reno
View more presentations from eelke folmer.

Jonathan Kessler's Hand Eye Technologies: Coordinating your cell phone with Interactive TV

Hand Eye Technologies is developing ways to use your smart-phone over remote control driven interaction.  Jonathan Kessler, the CEO of the company, was interviewed by Tracy Swedlow, of ITTV, about his background and his ideas for the future of interactive television.

Podcast Link:  Hand Eye Technologies Interview
Here is a video from the Hand Eye Technologies website:



If you happen to have an HIT-enabled mobile device, near an HIT enabled display, two-way communication is established, via a LAN, WiFi, or wireless 3G carrier. The mobile device's camera is used to manipulate things on the interface, and the set-box takes care of some of the rest.

Interactions include selecting text and objects, "drag and drop", insert/delete, inputting text or annotations, and drwing on the screen. Hand Eye offers a drawing application called Video Graffiti, and traces the movements you make when you move your mobile device.


"Hand Eye Technologies' mission is to create and communicate the premier software platform that enables mobile devices to interact with the digital world around them... any time, anywhere." - Hand Eye Technologies

"It is more about human-computer interface than remote control". -Jonathan Kessler


This looks like it is moving towards the next level of 2-way TV interactivity, much better than what the traditional remote control can do.

RELATED


Hand Eye Technologies Management Team
CNET Hand Eye wants your smartphone to watch TV with you
Venture BeatDEMO: Hand Eye Technologies lets your mobile phone watch TV with you 
TheWrap.comComing Soon: Real-Time Interactivity Between TVs and Smartphones
Ubergizmo -With Hand Eye Technologies, the TV show continues in your handset

Interactive TV Today
About InteractiveTV Today:
"Founded in 1998 by Tracy Swedlow and co-owned by Richard Washbourne, InteractiveTV Today [itvt] is the most widely read and trusted news source on the rapidly emerging medium of multiplatform, broadband interactive television (ITV). We provide concise, original coverage of industry developments, technologies, content projects, and the people building the business. Our readership is mostly made up of hundreds of thousands of executives from around the world."



Oct 15, 2009

BEN: Breakable Experimental Network Simulation on a Multi-touch Wall (RENCI)

BEN, or Breakable Experiemental Network, is a mix of network visualization and multi-touch technology on a very large screen. The project aims to provide better network monitoring and management tools in a user-friendly, intuitive and efficient manner. It is also looks like great tool for learning about network engineering.

Hands-on networking!

BEN is part of the GENI project.

The music in the video is by Crystal Castles and Black Moth Super Rainbow.

Cross-posted: The World Is My Interface

Microsoft's Future Productivity Vision Video: Original Version, Parody Version (Sarcastic Gamer)

Take a look at these videos on The World Is My Interface blog:

Microsoft's Future Interface Visions, Original Version, Parody Version

10/GUI: Another Twist to Multi-touch Interface and Interaction


10/GUI from C. Miller on Vimeo.

I came across a link to this video via Experientia's Putting People First blog post about MG Siegler's TechCrunch post, 10/GUI: One Very Slick Desktop Multi-Touch Concept (Video).  This video was created by R. Clayton Miller, and the video above is a concept video, food for further thought and discussion.

I've written about the need for more appropriate form factors in the past, and the idea that Miller proposes is quite intriguing, since I've toyed with the idea of using something like a flexible mouse pad as an adaptive interface for students who have problems with fine-motor control, limiting their ability to use a mouse, keyboard, or even some of the adaptive switches that are available.

(It is interesting to note that Siegler's blog post was written on 10/13/09, and as I write this post on 10/15/09, it has 92 comments and 460 tweets. My guess this is a hot topic, especially now that HP has released new versions of the all-in-one HP TouchSmart PC).

Siegler discusses Michael Arrington's 10/12/09 post, Why Desktop Touch Screens Don't Really Work Well For Humans. Arrington's post discusses the reasons why he's not happy with the TouchSmart, because the desktop on which most people use it requires them to keep their hands up on the screen, above the heart, which can be fatiguing.

I have an HP TouchSmart, and I switch back and forth, depending on what I'm doing.  I didn't think of this before, but I have a very adjustable chair that I raise up when I use my hands on the touch screen. Without thinking, I've made the appropriate adjustment.  Not everyone has the luxury of a fancy adjustable deskchair!

From what I can tell, Miller is focused on how multi-touch technology can support the work or pleasure of just one person, which is still how many people interact with their computers.  What is needed is more thought about ways this technology could support two or more people working together.  My HP TouchSmart works well with two people, even when when running single-touch programs. But it is better when it runs duo-touch enabled programs!

Interactive Motion Graphics Showreel from Filmview Services - great content!

Here is a showreel from Filmview Services that simulates how tech-usability in an interactive gesture/touch world should be!



Here is a quote from the Filmview Services blog:


What Are Screen Graphics?

"...So it works out more cost effective for the films to actually have someone put the graphics on the screens for real. It also greatly enhances the performance of the actors. You only have to watch any of the Star Wars Eps 1-3 to see how wooden acting is when you don’t actually know what is in front of you. Actors love to be able push buttons and bang touch screens during their scenes. Having to actually do it in a certain order can stretch their capabilities mind you, and I am pretty gob smacked at how absolutely computer illiterate some of them are. Don’t they use email?


Anyway, due to this diminished ability to hit and bang things in any certain order, it is our job to make it impossible to mess things up. That’s why they are all genius typers. We make it so they can type any old thing and the letters still come out the way they are meant to each time. We also put little locking codes into our programming so they can’t accidentally escape the graphic mid job. It’s amazing how many of them can type the Esc button when they are meant to be spelling LOGIN."

Thanks, Tim!

SOMEWHAT RELATED
Coincidentally,  when I was visiting the NUI-Group forums this morning, I came across a link to Jakob Nielsen's "Usability in the Movies -- Top 10 Bloopers", which are worth taking a look at. I've posted the list, but you'll need to go to Nielson's web page to read the descriptions. You'll smile.

1. The Hero Can Immediately Use Any UI
2. Time Travelers Can Use Current Designs
3. The 3D UI
4. Integration is Easy, Data Interoperates
5. Access Denied/Access Granted
6. Big Fonts
7. Star Trek's Talking Computer
8. Remote Manipulators (Waldo Controls)
9. You've Got Mail is Always Good News
10."This is Unix, It's Easy"