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© 2014 Autodesk Hollywood Has a Lot to Answer For: Making Gestural Input Work for the Real World Ian Hooper Principal UX Designer UXPA 2015 John Schrag UX Architect, Media & Entertainment Division
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Page 1: Hollywood has a lot to answer for uxpa2015

© 2014 Autodesk

Hollywood Has a Lot to Answer For: Making Gestural Input Work for the Real World

Ian Hooper Principal UX Designer

UXPA 2015

John Schrag UX Architect, Media & Entertainment Division

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© 2014 Autodesk

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Part One: A Brief History of Gestural Interaction

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What do we mean by gestures?

A gesture is a motion of the body that contains information. Waving goodbye is a gesture. Pressing a key on a keyboard is not a gesture because the motion of a finger on its way to hitting a key is neither observed nor significant. All that matters is which key was pressed.

Kurtenbach and Hulteen (1990):

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§  Human to Human Interaction: §  Music Conducting §  Dance, Theatre & Magic §  Sign Language & informal salutations and signaling

§  Early Electronic Systems §  Musical instruments (Theremin, Sackbut) §  Sensors (The Clapper, Photodetectors)

Historical Context

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A long road from theory to practice

Direct Manipulation of Graphical Objects

1990 1970 1960 1950 1980

The Mouse

Windows

Research

Commercialization

2000 2010

Gesture Recognition

derived from: Brad A. Myers (1998). A brief history of human-computer interaction technology. Interactions, vol 5(2), pp. 44-54

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1981: Xerox Star 8010 §  Original Price: $16,595 §  Professional workstation

was the inspiration for the Macintosh and all Windows / Icons / Mouse / Pointer (WIMP) interfaces

Image: digibarn.com

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1983: HP-150 §  Original Price: $2795 §  Early personal computer

had infrared touch-screen capability

Image: columbia.edu

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1984: Apple Macintosh

§  Original Price: $2,495 §  Popularized WIMP §  Introduced the ‘drag’

gesture in place of a dedicated mouse button

Image: oldcomputers.net/

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§  Games

Outside the mainstream

Dataglove (Fifth Dimension Technologies)

§  Niche

Phantom Omni (SensAble Technologies)

Xbox Kinect (Microsoft)

Playstation Move (Sony) Wii Remote (Nintendo)

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1998: Dance Dance Revolution (Konami)

2001: Black & White (Lionhead Studios)

2003: Eye Toy (Sony)

§  Games

Outside the mainstream

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§  Art

Outside the mainstream

1985: Video Place (Myron Krueger)

Projector

Camera

Projector Screen

Back-lit screen

2000: Body Language (Nathaniel Stern)

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The Renaissance

Image: Apple

§  2007: iPhone §  2010: iPad §  2012: Cintiq

Image: Wacom

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§  The four best-known players in mid-air gestural input devices right now are: §  Built-in cameras §  Kinect camera §  LEAP Motion device §  Thalmic Labs’ Myo device

A Look at the Hardware

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Built-in Camera

§  Cheap and ubiquitous §  Open-source libraries for

extracting gesture §  Slower (image processing

in software) §  Bad depth sense §  Error prone

Image: Dell

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Kinect Camera

§  Reads full body or upper body and creates a 3d skeleton

§  Close up: includes gaze direction, head position, fingers

§  Further back: no fingers

Image: Microsoft

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LEAP Motion Device

§  Provides full hand skeletal model

§  Has a limited volume – hard to see its limits

§  Occlusion is a problem

Image: LEAP

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Thalmic Labs Myo

§  Senses hand pose using myoelectrics

§  Tracks rotation & accelleration

§  No occlusion problem §  Usable anywhere §  Only handles 5 poses §  Requires training

Image: Thalmic Labs

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Case Study: Curating Multi-touch Interaction Across Form-Factors

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§  Started in January 2010. §  Wanted to create a common, good standard for using

multi-touch for 3d Navigation. §  Wanted to avoid everyone doing it differently

The History

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§  The interactions should be easy to learn and retain. §  They should fit in naturally with existing standard 2d

interactions. §  They should be suitable for common and key multitouch

hardware setups. §  Blah blah other stuff

Our research goals

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First Test (July 2010)

§  Mac Laptop running Mudbox

§  Wacom Intuos 3 tablet §  iPhone providing a

multitouch surface §  Also some “soft buttons”

on the phone

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The Gestures

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§  Navigation Gestures intuitable? - almost §  Learnable? – Yes! §  Comfortable? – Hard to gesture on that tiny surface §  Soft buttons? – Bad idea; users are looking at the

screen, and must shift focus to use buttons. This breaks their flow.

First Test Results

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Second Test (Nov 2010)

§  Introducing the iPad! §  Tested gesture retention §  Compared navigation

speed to mouse+hotkey

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§  Gestures learnable? – Yes! §  Retained after 7-14 days? – Yes! §  Comfortable? – Yes, on the iPad §  Preferred? – Yes… except for fixable technical

problems (lag, etc) §  Faster? – Yes

Second Test Results

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Third Test (April 2012)

§  Goal was to try the new engine with many different kinds of people

§  Try it on new form factor – 27” PPI multi-touch monitor with stylus

§  First test with on-screen touch

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§  Experience was surprisingly consistent for people of all sizes/shapes/genders/etc.

§  Users kept trying to touch interface buttons, even when they knew it didn’t work.

§  Camera tilt and zoom interactions felt wrong, unlike in earlier tests – Huh?

Third test results

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This feels right

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Same interaction on a touch screen feels wrong

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Obvious finger/screen mapping

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§  Try separate behaviours for touchscreens and touch-tablets.

§  Used 27” PPI touch/stylus monitor, vs large monitor with Wacom Intuos 5 tablet.

§  Test new 3, 4, and 5-finger gestures (Mudbox specific).

Fourth Test (July 2012)

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§  Users perceived the different zoom/roll behaviours on different devices to be the same

§  4 and 5 finger gestures were awkward on the small tablet, but fine on the big screen.

Fourth Test Results

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§  How do you map tablet touches to multiple 3d views?

Related Considerations

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§  Just another non-display multitouch tablet like the Intuos, so we used the same behaviour.

§  WRONG.

Adding Magic Trackpad Support

Image: Apple

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§  Even though this is not a screen device, it controls a persistent pointer on the screen.

§  The entire surface is mounted over a big button, so that you can tap it (lightly) or click it (harder) like a mouse.

How is the Magic Trackpad different?

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Magic Mouse

§  All the problems of the magic trackpad, and more!

§  Tiny touch area §  Cursor moved by touch

OR by moving mouse §  Frequent false touch

detection

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§  Testing with users is critical. §  Obvious device classification is not enough; dig for the

salient differences. §  Sometimes you have to do things differently to make

things feel the same across form-factors.

Conclusions

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Part Three: What’s Wrong with Mid-Air Gestures?

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Mid-Air Gesture Control is Really Cool

§  It’s been around for ages §  It’s completely natural §  The demos look

awesome §  Why don’t we use it

everywhere? Image: Minority Report (2002) Twentieth Centurey Fox

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§  Cost of the equipment? §  Availability of hardware? §  To hard to install? §  Too computationally intensive? §  No killer application? §  The user experience sucks?

Why we don’t use mid-air gestures everywhere

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§  Cost of the equipment? §  Availability of hardware? §  To hard to install? §  Too computationally intensive? §  No killer application? §  The user experience sucks?

Why we don’t use mid-air gestures everywhere

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§  It looks awesome in demos. §  BUT in practice, it’s often:

§  Disappointing §  Hard to control §  No better (and often worse) than existing interactions

Primary Reason

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§  Awesome YouTube Demo!

Google Earth + Leap Motion

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“A lot of potential, but it needs much more development” “It’s much more intuitive than clicking with a mouse… but it’s not actually doing what I want.”

Maya + Leap Motion

Image: Digital Arts Online

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§  Gorilla arm §  Gesture delineation & intentionality §  No tactile feedback §  Context and mapping §  Internationalization

Why Is Mid-Air Gestural Interaction Hard?

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Gorilla Arm

Photo by Richard Ruggiero, public domain

§  Holding your arms up to interact is quickly tiring.

Diagram from Austin, Gilbert (1806): Chiromania; or a Treatise on Rhetorical Delivery

Seriously?

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Gesture Delineation & Intentionality

Photo by: Biswarup Ganguly, used under Creative Commons license (CC)

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Context and Mapping

Image: Bolt, Richard A. “Put That There”: Voice and Gesture at the graphics interface. SIGGRAPH 1980.

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No tactile feedback

Image: Syntact ultrasonic mid-air haptic feedback device by Ultrasonic-Audio.com

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Internationalization

Frames from the short film Hand Gestures, by Jeff Werner, Vancouver, Canada

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Doomed? No.

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How do we know?

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1. Because Kinect Games are pretty Awesome

Frame from Kinect Star Wars

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2. Because music conductors don’t suffer from Gorilla Arm

Photo courtesy of John Schrag

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“Consumed Endurance” – metric for Gorilla arm

Diagram from Consumed Endurance: A Metric to Quantify Arm Fatigue of Mid-Air Interactions. Juan David Hincapié-Ramos, Xiang Guo, Paymahn Moghadasian, Pourang Irani,University of Manitoba

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§  We do it with voice, eye contact, facial expression, repetition.

§  This is an area of active research, both in HCI and linguistics (ASL)

3. Because we can all delineate gestures

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§  The question isn’t: “is mid-air gestural interaction good”

§  The question is: “What is it good for?”

4. Because we understand this:

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§  Is there a killer app for mid-air gestural input? (aside from Games)

The Killer App?

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The Killer App: VR and AR

Image: technologyreview.com

Video: ign.com

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Case Study: Mid-Air Gestures with the Myo Device

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§  Test the suitability of the Myo device for VR/AR navigation applications.

§  Come up with useful design guidelines and mental models to help us design better gestural interactions with this class of device

§  Improve our own shared gesture-interpretation library for other Autodesk developers.

Our research goals

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§  “Gorilla Arm”… no use of upper arm §  To delineate… use hand poses §  Occlusion… not a problem with this device §  Context… not absolute mapping needed §  Tactile feedback… not an issue for this task

Designing the Gestural Interaction

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First Test

§  PC running Stingray game engine

§  Thalmic Labs Myo arm band

§  Calibrated Myo §  Users received

training

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§  Continuous pose detection is problematic on the Myo §  Holding poses continuously strains the hand §  Non-mnemonic gestures were poorly recalled §  Instinctive movement often overrode training §  Gesture success depends on personal physiology

First Test Results

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Second Test (informal)

§  Changed steering to more natural mapping

§  Removed need to hold hand poses

§  Added speed control §  Various small fixes

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§  Gestures are deep-rooted: adapt to your user’s movement patterns where possible.

§  User testing is still crucial – test with different physiologies.

§  Remember to measure physical comfort when testing – people may not mention it unless asked.

§  Simplify your problem domain if necessary §  Don’t give up right away

Conclusions

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The Real World is Not Magic

Video: https://www.youtube.com/channel/UC0bM0PxqixYjYY7ypt5mqGw

§  Gestural control can seem like magic… IF it is designed well

§  When you want to get something done… cool is irrelevant

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John Schrag @jvschrag

Ian Hooper +IanHooperUX

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Autodesk is a registered trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document.

© 2014 Autodesk. All rights reserved.