Sunday, August 9, 2009

Futuristic Interfaces

SIGGRAPH 2009 just wrapped up in New Orleans this week. At the event, there are some interesting futuristic interfaces were displayed. You can check out other interfaces in the above link.

  • Touchable Holography
  • Augmented Reality for Ordinary Toys
  • Hyper-realistic Virtual Reality
  • 3D Teleconferencing
  • Scratchable Input
These futuristic interfaces imagined and developed. Some are very practical and some are not. I feel futuristic inputs are cool and fine, but something seems to be missing from their project descriptions. As we read Dourish, “Where the Action Is”, I personally think designers should read this book and understand what embodied action is. It’s about shared awareness between users and the world surrounds us. I think I mentioned this in other post about engineers or developers creating cool gadget because they can. That should not be encouraged or at least others should be asking questions. Designers must consider social awareness, intimacy and emotions in physical world. Any system should be considered as human-centered. What do you think of designers considering embodied interaction? Is it practical or that’s just an idealistic view?

By the way, a guy that does scratching surfaces will not be invited to my place. I don’t want him to scratch my furniture. ;)


1 comment:

  1. I agree that we need to have a shared awareness between users and the world around us—this approach should become something that is inherently done—but I think there is a difference between the role of a designer/product manager and an engineer.

    I don’t agree with the idea of “not encouraging engineers or developers to create cool gadgets because they can”. Why not let them explore possibilities? What is more important is how these ideas are applied.

    A designer/product manager colleague told a story about how years ago he was working on map visualizations for the Military. He happened to be working late one night and came across a developer working late. The developer was working on a side project for a “cool” feature for viewing maps. The product manager saw this feature, realized the potential and with a few changes they implemented into the product design. The result was the beginning of a successful product line.

    Limiting engineer creativity and exploration is not the answer; Including designers early on to evaluate feature usefulness (among other things!) is.


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