flupa2010 grenoble
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nicolas nova | November 17, 2010FLUPA | Grenoble
From buttons to gestural interfaces:a user-oriented approach
Controller genealogy(nicolas nova/laurent bolli)
Controller genealogy(nicolas nova/laurent bolli)
Controller genealogy(nicolas nova/laurent bolli)
GAME PADS SHAPE EVOLUTION
new geometric shapes are added to the original brick to form bone-like pad
the original brick shapeis deformated
1990
1990
1991
1990
1993
2006
2010
1987
1986
1985
1983
1983
1982
1993
1988
1994
1994
1995
2006
1998 1996
20011995 20011997 19981995 2005/62000 2005
2003
1998
19941996
199019901993
1993
2001
the “boomerang” shape leads to prongs affirmation
the pads face becomesbigger and the prongs areintegrated in the shape
the pads become full 3D shapedergonomics objects
the brick is rotated 90°and becomes a oneprongs pad, or remotecontroller
brick
dog-bone
round3 prongs1 prong(remote)
mask
2 prongs
Controller genealogy(nicolas nova/laurent bolli)
DIRECTION PADS SHAPE EVOLUTION
1987
1990
1991
1991
1990
2006
2010
1986
1986
1985
1983 1983
2006
1998
1994 1996
1995
2001
1997 19981995 2005/62000
2005
199819961990 19931983
1982
2001
1993 1994 19951988
2003
2001 ?
??
Controller genealogy(nicolas nova/laurent bolli)
Gestural interface (1987)
Gestural interface (pre-Wii)
Gestural interface : Nintendo Wii
Gestural interface : Sony Move (2010, post-Wii)
Gestural interface : Kinect (2010, post-Wii)
+ -
• natural interaction: gestures = natural forms of interaction and low learning curve• direct interaction: from a cognitive POV, the hand/body becomes the input device (less intermediate tranduscers) • terse and powerful interaction: movement capture can be very precise = higher power of expression
• fatigue: physical efforts, interaction must hence be fast• non self-revealing sometimes• “immersion syndrome”: if every gestures are captured, even non-intended movements are interpreted• segmentation of physical actions: gestures are continuous, discretizing them is sometimes approximate+ artificial• which interactions to be replaced by gestures?
New constraints
Ethnographic approach (observation, interview)
Game space explorationCEA/LITUS-Movea study)
Game space explorationLift Lab study
Perception of realism(CEA/LITUS-Movea study)
Perception of realism(CEA/LITUS-Movea study)
Understanding people’s behavior(CEA/LITUS-Movea study)
Understanding people’s behavior(CEA/LITUS-Movea study)
Understanding people’s behavior(CEA/LITUS-Movea study)
Interaction Uncanny Valley(CEA/LITUS-Movea study)
Mental model of the Wii exploration(Lift lab study)
Prototype(Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
Prototype(Project MIG CEA/LITUS-Movea/Widescreen Games/XPteam)
Game design recommendations(Project Phoenix/Céline le Marc)
Seamful design(Project Phoenix/Céline Le Marc)
Seamful design(Project Phoenix/Céline Le Marc)