kinect ui design considerations

19
Kinect UI Design Considerations Jay Kapur Principal Lead Program Manager, Kinect for Windows Kinect Design Considerations 2-029

Upload: harlow

Post on 11-Feb-2016

49 views

Category:

Documents


0 download

DESCRIPTION

Kinect UI Design Considerations. Jay Kapur Principal Lead Program Manager, Kinect for Windows Kinect Design Considerations 2-029. Agenda. Spheres of interaction/every input is best and worst at something What Kinect is great for What Kinect is not - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Kinect UI Design  Considerations

Kinect UI Design ConsiderationsJay KapurPrincipal Lead Program Manager, Kinect for WindowsKinect Design Considerations2-029

Page 2: Kinect UI Design  Considerations

Spheres of interaction/every input is best and worst at somethingWhat Kinect is great forWhat Kinect is notWhat problems we are addressing with K4W interactionsDesign methodologyDemos

Agenda

Page 3: Kinect UI Design  Considerations
Page 4: Kinect UI Design  Considerations
Page 5: Kinect UI Design  Considerations
Page 6: Kinect UI Design  Considerations

Kinect UI is in

the early stages of evolution and progression

We’re still learning how to augment interfaces with Kinect inputSome advancement will come through providing standard methods of Kinect interactionOther advancements will come through improved technology that can more closely identify human actions

Page 7: Kinect UI Design  Considerations

Inputs impact the design of interfaces

Page 8: Kinect UI Design  Considerations

Inputs impact the design of interfaces

Page 9: Kinect UI Design  Considerations

Inputs impact the design of interfaces

Page 10: Kinect UI Design  Considerations

Inputs impact the design of interfaces

?

Page 11: Kinect UI Design  Considerations

We see interactions that are effortless, transparent, and contextual  We see fluid communication between users and technologyOne to one, one to many, many to manyWith seamless ease, we see vision, voice, gesture, and touch togetherWe see interactions that are as natural as human beings themselves

Page 12: Kinect UI Design  Considerations
Page 13: Kinect UI Design  Considerations
Page 14: Kinect UI Design  Considerations

Kinect UI needs to consider a range of modes of interaction

SEATED

STANDING

LOOKING AWAY

FAR

GESTURES

TACTILE

VOICE

A/V

SMALL

GESTURES

VOICE

A/V

LARGEGESTURES

TACTILE

VOICE

A/V

SMALL

VOICE

AUDIO

Page 15: Kinect UI Design  Considerations

ENGAGED

ENGAGED NOT ENGAGED

NOT ENGAGED

ENGAGED

TRACKING

Kinect UI needs to determine user intent when there isn’t an explicit interface

Page 16: Kinect UI Design  Considerations

What we want to do with Kinect for WindowsProvide common Kinect UI interactions to developers so that they can easily build Kinect appsSolve the most common app tasks and UI requirementsE.g., engagement, targeting and selection, X/Y navigation

Ensure that K4W interactions and controls are intuitive and delightful for end usersAdvance the capabilities of Kinect Show progression!

Page 17: Kinect UI Design  Considerations

Demo

Kinect interactionsKinect for Windows Prototype controls

Page 18: Kinect UI Design  Considerations

Related Session3-055 Kinect for Windows Programming Deep Dive

November 1, 8:30, B92 Trident/Thunder

Page 19: Kinect UI Design  Considerations

© 2012 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.