[HN Gopher] A brief rant on the future of interaction design (2011)
       ___________________________________________________________________
        
       A brief rant on the future of interaction design (2011)
        
       Author : picture
       Score  : 205 points
       Date   : 2022-05-25 22:12 UTC (2 days ago)
        
 (HTM) web link (worrydream.com)
 (TXT) w3m dump (worrydream.com)
        
       | notjustanymike wrote:
       | Why is it that, without fail, design sites talking about user
       | experience have a tiny gray font?
        
         | picture wrote:
         | You may use reader view, or zoom in. I opine that good design
         | isn't just about being usable to the lowest common denominator
         | (like huge font for grannies) but rather giving the user the
         | power to customize their own experience.
        
           | notjustanymike wrote:
           | This means the "good design" comes from the additional
           | functionality provided by the browser to overcome to the poor
           | choices of the site.
        
           | avgcorrection wrote:
           | Well this _granny_ doesn't have perfect vision so it's nice
           | when the default isn't tuned for perfect human specimen,
           | especially when the default doesn't seem to buy us anything
           | (what does grey text accomplish?).
           | 
           | Not that this website is _that_ bad... I just find this
           | attitude to be annoying. :) Maybe I'm still in partial denial
           | about my deficiencies.
           | 
           | Thank goodness for my browser's reader mode though when the
           | website has way too long lines. No credit to the website
           | designers, of course.
        
       | underbluewaters wrote:
       | I've seen demo mobile apps that used the vibration motor to give
       | haptic feedback, simulating the feel of buttons and such as you
       | moved your finger across the screen. At the time I thought for
       | sure the next iPhone would feature "Haptic Touch" apis and it
       | would just be a given in a few years. Still waiting...
        
         | bobbylarrybobby wrote:
         | Well there is haptic feedback on the newer phones, usually to
         | tell you you've crossed some drag- or timer-based threshold,
         | but yeah it's pretty limited in scope.
        
         | PhilipTrauner wrote:
         | _UIFeedbackGenerator_ (https://developer.apple.com/documentatio
         | n/uikit/uifeedbackge...) has been around for a while, but it's
         | not exactly capable of "positional" feedback. Still, vibrating
         | in response to actions such as rearranging list entries or drag
         | interactions that require a certain distance threshold to be
         | passed can feel quite satisfying.
        
       | douglaswlance wrote:
       | The future of digital interaction will be three dimensional and
       | skeumorphic.
        
       | city17 wrote:
       | I also have a preference for more tactile inputs and was looking
       | around earlier at some different controllers, e.g. MIDI sliders,
       | knobs, buttons that you can connect to pretty much any
       | application. Or alternatives like the Surface dial or Streamdeck.
       | 
       | Interested to hear if anyone has a setup like that that feels
       | nice and is actually useful?
        
       | nathias wrote:
       | bring back old school mechanical knobs
        
         | bmitc wrote:
         | It's really unbelievable how effective knobs, switches,
         | buttons, dials, and dedicated screens or displays are.
        
         | a4isms wrote:
         | Says EVERYONE who drives a late-model car that sticks
         | everything behind the sliding fingers under glass UX, from
         | climate controls to the volume of the stereo.
         | 
         | This is a known problem, and one that will get people killed,
         | because it demands that drivers focus on the infotainment
         | screen and not the road to do a mundane task that their tactile
         | fingers could easily perform on their own with mechanical
         | controls.
        
         | nfoz wrote:
         | Using synthesizer hardware is a joy of an experience.
        
           | tenebrisalietum wrote:
           | It's interesting tha synthesizers went through this already.
           | 
           | In the 70's and early 80's--analog synthesizers--everything
           | was knobs, sliders, and real buttons.
           | 
           | Then everything was stuffed behind a minimum of buttons and
           | maybe 1 or 2 knobs/sliders if you wer lucky, and a plethora
           | of options and menus buried behind often a thin 16x2 LCD
           | display.
           | 
           | That was the early to mid 90's--analog sounds in electronic
           | music started making a comeback, and by the latter half of
           | the 90's and beyond everything started to have knobs and
           | sliders again, even if the internals were no longer analog.
           | 
           | I do wonder if not for that trend driven by the TB-303 and
           | what not, would that even have happened to synthesizers.
           | 
           | Maybe the same blacklash and pendulum swing will happen with
           | everything else, but it seems like there's more pressure than
           | ever to make users fit the product and save costs that way,
           | rather than make the product for users and accept the price
           | increases.
        
             | TremendousJudge wrote:
             | The most praised multi purpose keyboard maker out there is
             | Nord, and the whole point of their stuff it's that the
             | interface is physical knobs and buttons
        
       | bowsamic wrote:
       | Imo, the idea that it would be great to type on a glass touch
       | screen is Steve Jobs biggest and most long-lasting misstep.
       | 
       | Overall I think it's interesting and bizarre that both modern
       | technology and visions of the future have totally sacrificed
       | tactility. It seemed to be all about removing the real world:
       | tactile interfaces are old fashioned, in the future everything
       | works in a way that has minimal connection to reality, e.g. a
       | Minority Report style UI, and so obviously is ethereal and cannot
       | be touched. It makes me wonder why we had that ideal in the first
       | place, and whether that ideal shaped technology or vice versa.
       | Why did we fantasise about losing tactility?
       | 
       | Something I've also noticed is that we almost seem to be unable
       | to imagine a programmable tactile interface, even in science
       | fiction. I guess humans wanted "something extra/futuristic/other-
       | worldly", and that meant having things be unlike anything else in
       | the world, which as the author points out, means something
       | without tactility.
        
         | mrbombastic wrote:
         | IMO tactility was sacrificed in favor of versatility because we
         | don't have a material that is both tactile and versatile and
         | simulating such a thing is hard. And IMO it was a good tradeoff
         | to make, instead of a tactile keyboard you have a keyboard that
         | is infinitely adaptable. Maybe that changes with AR advances,
         | could be gloves? embedded chips that send electrical impulses
         | to your hands? an actual material versatile enough to be
         | tactile and adapt to all the needs of a modern computing
         | environment? But all those seem pretty far fetched to get into
         | consumers hands in the near future and certainly back then.
         | There are slight advances here with things like haptic engines
         | in phones but it is still a far cry from the feel of a real
         | tactile substance.
        
         | xav0989 wrote:
         | IIRC, there was a US Navy ship whose stations had physical
         | buttons, knobs, and switches that were software controlled, as
         | in they mapped to different function depending on if the
         | operator selected the weapons, or navigation, or radar, etc.
         | functions.
         | 
         | You still had the tactile interface, but you gained the
         | flexibility of the dynamic interfaces.
         | 
         | Not sure how well it performed though.
        
           | picture wrote:
           | I think that's a pretty common design pattern for
           | industrial/reliable applications. Multi Function Displays
           | have been common in "glass-cockpit" aircraft for a long time.
           | The F16 notably also feature master mode switches on the
           | group of buttons below the HUD. It allows the operator to
           | quickly switch between air to air, air to ground, dogfight
           | modes, etc, bringing up relevant displays and controls at a
           | moment's notice. I've heard that pilots consider F16 one of
           | the best designed in terms of interface.
           | 
           | Soft buttons are also pretty common for test and measurement
           | equipment. I own many modern digital oscilloscopes and
           | spectrum analyzers, all of which feature physical buttons
           | around the screen that are selected by software to do
           | different things
        
       | March_f6 wrote:
       | Did I read this article wrong? Are hands a metaphor for
       | something? A lot of people can't and/or eventually won't be able
       | to use their hands. This was as true in 2011 as it is now.
        
         | sleepydog wrote:
         | Are the "pictures under glass" interfaces critiqued in the
         | article really any better for those who cannot use their hands?
         | I have full use of my hands, so I am not sure, but the few
         | people I know with limited hand control use some specialized
         | input device that they can operate with their mouth, eyes, or
         | head.
        
       | causality0 wrote:
       | The war on tactile interfaces is doing incredible amounts of
       | harm. Personally my life got perceptible better after I
       | 3D-printed mouse buttons and glued them on top of my laptop's
       | clickpad.
        
         | nfoz wrote:
         | Could you share your model for this? How well does it work?
         | I've considered doing the same.
         | 
         | The set of laptops I'm willing to run non-macOS on is limited
         | by the set of laptops that have physical touchpad buttons, and
         | that's a diminishingly small market segment :(
        
           | causality0 wrote:
           | They work quite well. The biggest difference is that they're
           | attached to the same plane so the sides of the gap between
           | them don't move up and down independently of each other,
           | which makes it slightly harder to tell which side is which by
           | touch. The pad can still sense your finger through them so it
           | knows where you're clicking. I can post the model after I
           | return from vacation next week, but you'll have to shape and
           | size it for the target touchpad anyway. It's essentially just
           | a flat rectangle with a radiused corner that's half the
           | length of the touchpad, with a semi-circle in the middle to
           | index my finger on. The thickness is 0.6mm for the tallest
           | part. This will vary depending on the geometry of the bottom
           | edge of your pad. I used silicone glue so it's easily
           | removable with no surface damage.
           | 
           | https://i.imgur.com/yQj8TYJ.jpg
        
       | kwatsonafter wrote:
       | Does anyone know if it's possible to visit DynamicLand in
       | Oakland? Massive Bret Victor fan.
        
       | carapace wrote:
       | I think kinematic UI's would at first seem new and fun, but then
       | become tedious. Sign language has less bandwidth than speaking or
       | typing and expends more calories.
        
       | egypturnash wrote:
       | "So here's a vision of the future that's popular right now.
       | [video embed, black with the text THIS VIDEO IS PRIVATE]"
       | 
       | I like this vision a whole lot.
        
         | [deleted]
        
       | morley wrote:
       | Is there any research into causing flat surfaces to simulate a
       | bump while still remaining flat? I think I've read about
       | interfaces that can raise or lower some parts for buttons, but it
       | would be a lot more convenient to have a glass display where you
       | can "feel" the outline of a button electro-chemically without it
       | actually being there.
        
         | pbhjpbhj wrote:
         | They do fingerprint reading through the screen on mobile phones
         | by using ultrasound; I wonder if you can up the intensity to
         | provide a haptic affordance to on-screen 'features' like
         | buttons and such.
        
       | munro wrote:
       | Great stuff, especially posted to a programming community. I
       | wonder if coding a system was more spatial & tactile. I think may
       | just make it easier to get back into a project after setting it
       | down for a month or more, who knows.
        
       | seltzered_ wrote:
       | Title edit request: from 2011
       | 
       | https://hn.algolia.com/?q=a+brief+rant+on+the+future+of+inte...
        
         | dmitriid wrote:
         | Doesn't matter if it's from 2011. It's evergreen
        
           | rchaud wrote:
           | Except for the Youtube embed shown right at the start of the
           | article.
        
             | ghoulishly wrote:
             | Mirror of the video if you're interested:
             | https://www.youtube.com/watch?v=KytMZOLyF4Q
        
       | makeitdouble wrote:
       | Perhaps it's the 2011 date that makes it odd, but I think the
       | author is picking way too much on dumb marketing commercials,
       | when there are countless of companies in the world shipping
       | actual products fitting these ideas.
       | 
       | For instance Nintendo has been exploring that space for so long,
       | coming up at mass market level with different paradigms to
       | interact with their devices. Microsoft has a long history of
       | UX/UI research and actual shipped adaptive products, including
       | for people with special needs. We're going way past 2011 but
       | there is also a ton of research on better haptic feedback and
       | ways to make the "R" part of VR more real.
       | 
       | On the other side, I'm sure I'm not alone in disabling most of
       | the input haptics and sounds and animations when setting up a new
       | phone or laptop. Glass is fine for visual things, and I'm also
       | fine with only visual feedback when using hand tracking on the
       | Quest2 for instance, and the stuff I am manipulating are menus
       | and lists, and I'm fine with no tactile feedback for
       | fundamentally virtual concepts.
        
         | bmitc wrote:
         | Can you give other examples of countless? You've listed two
         | companies, Nintendo with their Switch controllers and Labo and
         | Microsoft with things like the Surface Dial, that are some of
         | the only companies exploring stuff like that. You make it sound
         | like it's ubiquitous when 99% of people interact with the
         | digital world through one or two fingers (or a few more with a
         | keyboard or a hand with a mouse).
        
           | makeitdouble wrote:
           | Google went with squeezing on past phones, Sony put a
           | tremendous effort on the trigger mechanism for the PS5, Panic
           | playing with the crank handle on the Playdate, to stay on
           | very public products. And yes I see a lot more on up to come
           | products designed for VR.
           | 
           | I agree 99% of people interact with very shallow feedback,
           | and that's I think a reasonable state, 99% of the
           | applications we use are effectively shallow and require very
           | simple input and only have a basic output (it makes me think
           | about the amount of people using no more than 2 or 3 keyboard
           | shortcuts for their daily tasks on a desktop computer,
           | they're not stressing about getting more from these
           | interactions)
           | 
           | PS: I feel silly not mentionning on Apple or Samsung's stylus
           | with pressure and angle sensitivity...
        
             | crooked-v wrote:
             | Steam's VR controllers and the Steam Deck play with a
             | distinction between "touch" and "press" with
             | buttons/joysticks, for more intuitive multimodal controls.
             | For example, various Steam Deck control schemes have gyro
             | aiming, but only while you have thumb touching the stick.
             | It's one of those things that's very intuitive in use but
             | hard to explain the "why" to somebody who hasn't tried it.
        
         | munificent wrote:
         | I think in many ways, you're reinforcing his point. Your
         | perspective here is one that doesn't even _consider_ ways of
         | interacting beyond touching a flat screen.
         | 
         | When you talk about haptics, you only mention passive haptic
         | feedback: annoying bumps, buzzes, and rumbles. You're right
         | that those are annoying and mostly useless (though the haptic
         | feedback on MacBook Pro trackpads is quite nice).
         | 
         | But that's not what he's talking about _at all_. His whole
         | point is that interacting with tool 's _isn 't_ "fundamentally
         | virtual". That's a _choice_ that technology has made because
         | screens of pixels are so amenable to software control.
         | 
         | If you want to, say, decide which restaurant to eat at, there's
         | nothing intrinsically visual or 2D about that. We assume that a
         | screen is the only natural way to do that simply because we're
         | used to that paradigm, which is _exactly_ the problem he 's
         | ranting about.
         | 
         | Imagine a "restaurant tray". It has, I don't know, physical
         | sliders and buttons at the top where you can specify what kinds
         | of restaurants you're OK with. When you do, a bunch of tokens
         | appear on the tray for every potential restaurant. You and your
         | party can reach out and grab them. Group a few together as
         | potential ones. Sweep the ones no one wants off to the side.
         | Maybe let each person take and hold their favorite, or pull
         | them over to their side of the tray. Swap and trade them like
         | poker chips.
         | 
         | Think about how much more immediate and collaborative that
         | process would be for reaching agreement on where to go.
         | 
         |  _That 's_ the kind of stuff he's talking about. You might be
         | thinking, "Well it would be too hard to build a system that
         | creates physical tokens for every possible restaurant." But,
         | again, that's a technological problem we'll only solve if we
         | have a vision for those kinds of experiences in the first
         | place.
         | 
         | If we can't see beyond pixels on screens, we'll never get
         | there.
        
       | rchaud wrote:
       | > "I call this technology Pictures Under Glass. Pictures Under
       | Glass sacrifice all the tactile richness of working with our
       | hands, offering instead a hokey visual facade."
       | 
       | Anybody remember the 2008 Blackberry Storm, the company's iPhone
       | competitor? It had a "clickable" glass panel, to bridge the UX
       | gap between the tactile KB BlackBerry phones and the touchscreen-
       | only Storm. Touching an icon required tapping the glass panel,
       | which had some give, making it feel like a big button.
       | 
       | It was far from a perfect experience. The touch events all
       | worked, but I always felt that I was about the break the screen
       | with each successive touch.
        
       | pruett wrote:
       | Legend
        
       | blenderdt wrote:
       | Since this is from 2011 you should take a look at his future of
       | interactice design:
       | 
       | https://dynamicland.org/
        
         | Pulcinella wrote:
         | I mention it elsewhere, but unfortunately I don't believe
         | Dynamicland exists anymore as a physical space.
         | 
         | https://news.ycombinator.com/item?id=31531398
        
       | wly_cdgr wrote:
       | Young interaction designers have been ranting about this for a
       | while, but I for one do not want what they think I want. I like
       | flat screens and want flat screens, even in VR
        
       | PaulDavisThe1st wrote:
       | For perhaps the ultimate example of "pictures under glass",
       | contrast this product:
       | 
       | https://www.slatemt.com/
       | 
       | with a traditional mixing console, full of physical objects to
       | press, grab, twirl, slide etc.
        
       | smm11 wrote:
       | Not totally on topic, but I just bought a new Mac running
       | Monterey. I've been running Win 10 and 11, and Ubuntu since 2014
       | or so, otherwise.
       | 
       | And the current OS X interface is nauseating. How we had decent
       | GUIs when computers were 1/1000th what today's are, and this
       | flat, ugly, undefined, pasty BS is acceptable is beyond me.
       | 
       | No joke, I'm returning the M1 machine and will go back to dual-
       | boot Win11 and Ubuntu. Sorry, Apple, but you've lost your way.
        
       | twic wrote:
       | I suspect this emphasis on tactility is sentimental nonsense. But
       | we should definitely give it a serious try to find out!
       | 
       | What i would be much more interested in is eye tracking. I have
       | three screens covered in interactivity, but the speed at which i
       | can interact with them - which is the speed at which i can
       | explore and experiment - is limited by the speed with which i can
       | grasp my mouse, then shove it around to position the cursor. I'm
       | convinced i could do many things so much more fluidly if the
       | machine could see where i was looking at transfer focus there in
       | a flash.
        
         | WillPostForFood wrote:
         | How do you feel about typing on an iPad or iPhone or membrane
         | keyboard vs a keyboard with actual keys and switches?
        
         | codalan wrote:
         | I don't anticipate replacing my keyboard and mouse with a
         | touchscreen for doing software development work.
         | 
         | If it was measurable, I would guess that productivity plummeted
         | for most companies that replaced the traditional
         | computer/mouse/keyboard with a tablet. I remember going to an
         | AT&T store years ago and watching the customer care rep
         | struggle to get my information into their system with an iPad.
         | A five minute data-entry task on a computer took this person
         | almost 20 minutes on their tablet.
        
         | ajdegol wrote:
         | It's not sentimental nonsense: it's enactive cognition.
         | 
         | I believe this is a hugely under appreciated capability of
         | humans, possibly one of the keys to a type of genius.
        
         | tablespoon wrote:
         | > I suspect this emphasis on tactility is sentimental nonsense.
         | 
         | I don't think it's sentimental to think it's undesirable to
         | have one of your senses muted.
        
         | a4isms wrote:
         | Drive a modern car where everything that used to be a button or
         | switch is now hidden behind glass. Wanting the return of
         | mechanical controls with tactile feedback is not
         | sentimentality, it's usability.
        
           | euroderf wrote:
           | This glass-based crap is the most blatant evidence of
           | pervasive user interface CHEAPNIS. Yes, bring back buttons...
           | and big chunky toggle switches... and especially rocker
           | switches <3 Ditch the useless glossy glass crap and the el-
           | cheapo membrane buttons that rot out RSN.
        
             | pbhjpbhj wrote:
             | Rant: my car (Zafira) has an indicator stem that returns to
             | centre when you activate it. Normally they stay offset so
             | it's very clear the indicator is on. Pair that with a too
             | quiet 'tick' sound and the indicator on the driver's panel
             | being hidden behind the steering wheel ... it makes the
             | vehicle so frustrating to drive. Argh, HCI is so important.
             | 
             | Also, while I'm here, the steering wheel is adjustable in
             | height as in many cars, but I've never seen a vehicle with
             | indicator lights on the driver's panel at the top and
             | bottom (they're all at the top) so there's always chance
             | you can't see them when you adjust the wheel height. I've
             | driven a lot of cars as we often hire. Seems like a
             | fundamental flaw to me.
        
       | [deleted]
        
       | DonHopkins wrote:
       | Speaking of interaction design, nice mechanical switches, how
       | fantastic hands are at manipulating things, and The Adams Family
       | Thing:
       | 
       | https://www.youtube.com/watch?v=0tQq7OTygyg&t=59m35s
       | 
       | >Constructionism2016 Session 16: Plenary 4, Cynthia Solomon
       | 
       | >One of the funny things Marvin Minsky did in his younger days is
       | that he spend time with another very famous computerist, Claude
       | Shannon.
       | 
       | >And Claude Shannon and Marvin came up with The Most Useless Box
       | In The World.
       | 
       | >It, uh, I have a video of somebody... What it is, is um,
       | actually, Claude -- Marvin designed it, and Claud built it.
       | 
       | >And it's a box. You turn it on, and a hand comes out and shuts
       | it off. It goes back in.
       | 
       | >People don't know, but that's Marvin and Claude Shannon. Claude
       | Shannon was the father on information theory. That's what he did.
       | 
       | https://en.wikipedia.org/wiki/Useless_machine
       | 
       | >The best-known "useless machines" are those inspired by Marvin
       | Minsky's design, in which the device's sole function is to switch
       | itself off by operating its own "off" switch. Their popularity
       | has recently been raised by commercial success. More elaborate
       | devices and some novelty toys, which have a more obvious function
       | or entertainment value, have been based on these simple "useless
       | machines". [...]
       | 
       | >The version of the useless machine that became famous in
       | information theory (basically a box with a simple switch which,
       | when turned "on", causes a hand or lever to appear from inside
       | the box that switches the machine "off" before disappearing
       | inside the box again) appears to have been invented by MIT
       | professor and artificial intelligence pioneer Marvin Minsky,
       | while he was a graduate student at Bell Labs in 1952. Minsky
       | dubbed his invention the "ultimate machine", but that sense of
       | the term did not catch on. The device has also been called the
       | "Leave Me Alone Box".
       | 
       | >Minsky's mentor at Bell Labs, information theory pioneer Claude
       | Shannon (who later also became an MIT professor), made his own
       | versions of the machine. He kept one on his desk, where science
       | fiction author Arthur C. Clarke saw it. Clarke later wrote,
       | "There is something unspeakably sinister about a machine that
       | does nothing--absolutely nothing--except switch itself off", and
       | he was fascinated by the concept.
       | 
       | >Minsky also invented a "gravity machine" that would ring a bell
       | if the gravitational constant were to change, a theoretical
       | possibility that is not expected to occur in the foreseeable
       | future.
       | 
       | https://www.youtube.com/watch?v=Gw2Bq0HYu1M
       | 
       | >The Ultimate Machine
       | 
       | >Davide Moises (1973-), The Ultimate Machine nach Claude E.
       | Shannon, Die Sammlung David Moises, Multimediale Installation,
       | 2009 Technisches Museum Wien
       | 
       | https://www.youtube.com/watch?v=6iattYDKp3A
       | 
       | >SMALL moody useless box " leave me alone " box. This useless box
       | has an attitude. It has a variety of movements and behaves very
       | cute when you shut it off. [...]
        
       | mbesto wrote:
       | Surprise there is no mention of the terms: Gorilla Arm and
       | Tactile Feedback (haptics).
       | 
       | These are the two reasons the "minority report" style of
       | interactive design will never catch on for humans.
       | 
       | https://en.wikipedia.org/wiki/Haptic_technology
       | 
       | https://en.wikipedia.org/wiki/Touchscreen#%22Gorilla_arm%22
        
       | DANK_YACHT wrote:
       | Hands feel and manipulate things because they evolved in a
       | physical world where that type of interaction was most efficient.
       | The digital world opens up new possibilities that don't need
       | physical manipulation to be controlled. It feels a bit luddite to
       | restrict interaction just to physical manipulation. I agree,
       | sometimes designers go too far, e.g. in the case of touch-screen
       | hvac controls in cars. However, there are also examples where
       | physical manipulation is not desired. For instance, the
       | smartphone is so powerful because it's not tied to one physical
       | mode of operation. It can have buttons for a calculator, or a
       | keyboard, or serve as a book, or a video game controller, or...
       | 
       | Given that this was written in 2011, I commend the author for
       | having an opinion, but it has aged rather like milk to me.
        
         | Dangeranger wrote:
         | The author, Bret Victor, put his money where is mouth was and
         | founded a tangible computing organization named Dynamic Land[0]
         | that is funded in part by the research organization led by Alan
         | Kay.
         | 
         | Dynamic Land might be the most interesting approach to
         | collaborative computing in person that I've seen to date.
         | 
         | Bret designed the system, wrote the operating system, and the
         | libraries used to interact with the OS via physical objects.
         | It's awesome.
         | 
         | [0] https://dynamicland.org/
        
           | DANK_YACHT wrote:
           | I find Tilt Five[0] to be 100x more interesting than Dynamic
           | Land. They don't serve entirely the same purpose, but I think
           | it illustrates the difference between clinging to the past
           | (Dynamic Land) and embracing a digital future (Tilt Five).
           | Both solutions are powered by projectors and sensors, but
           | Tilt Five pushes the envelope a lot further than Dynamic
           | Land.
           | 
           | [0] https://www.tiltfive.com/
        
             | Dangeranger wrote:
             | I'll have a look at this, thank you.
             | 
             | In what ways do you feel like TiltFive supersedes what
             | Dynamic Land is doing?
             | 
             | [EDIT]: After reviewing the marketing materials, it looks
             | to me that this project is orthogonal to the goals of
             | Dynamic Land, and they don't really serve the same purpose.
             | 
             | 1) Dynamic Land is intended to allow for computing by
             | interacting with real physical objects, and seeing the
             | outputs displayed back in the real world without augmented
             | reality hardware.
             | 
             | 2) TiltFive seems intended to allow for holographic display
             | of traditional or specialized game content onto physical
             | objects. More like advanced AR than tangible or physical
             | computing .
        
               | DANK_YACHT wrote:
               | I guess my point is that what Dynamic Land is doing is
               | not compelling, so there will never be a perfect analog
               | to compare it to, unless you compare it to another
               | initiative that is also not compelling. Maybe Dynamic
               | Land makes a cool demo, but the approach isn't capable of
               | producing anything generally interesting. As far as I can
               | tell, there have not been any updates on the initiative
               | since 2019, so it looks like Dynamic Land might be dead.
               | What I find interesting about Tilt Five is that they
               | bring computation into the physical space. It might not
               | be tactile, but it's at least usable for something.
               | Another comparison to Dynamic Land is that Dynamic Land
               | tries to create computation in one shared environment.
               | Tilt Five, on the other hand, allows two people in
               | separate physical environments to share a digital
               | environment. These are just two examples of how a
               | digital-first approach is more compelling than Dynamic
               | Land's analog-first approach.
        
               | bmitc wrote:
               | > I guess my point is that what Dynamic Land is doing is
               | not compelling
               | 
               | Have you used it? My gut feeling is that Dynamicland is
               | likely something that has to be experienced to be
               | understood. I saw Bret Victor present on Dynamicland at a
               | design conference, and there are tons of little happy and
               | unexpected accidents that come from people using it and
               | experiencing it. It's stuff that you can't throw into
               | bullet points.
        
             | nullstyle wrote:
             | Conversely, I find Tilt Five to be nowhere near as
             | interesting to me as Dynamic Land. Tilt Five doesn't push
             | the envelope on computing further as far as I can see, but
             | rather is just an expensive game peripheral for windows and
             | android phones; Dynamic land is attempting to develop and
             | enable new forms of media, especially communal media. The
             | two projects shouldn't be held in the same breath IMO.
             | 
             | Besides, the Tilt Five developer program YouTube
             | commercial[1] is the worst. It's like an xbox 360 reveal
             | video at CES or a Qualcomm presentation about digital
             | natives.
             | 
             | [1]: https://www.youtube.com/watch?v=a-7lHqyBQeg
        
         | bowsamic wrote:
         | The question should be, can we have a device with a
         | programmable real-time tactile environment?
        
         | munificent wrote:
         | _> For instance, the smartphone is so powerful because it 's
         | not tied to one physical mode of operation. It can have buttons
         | for a calculator, or a keyboard, or serve as a book, or a video
         | game controller, or..._
         | 
         | Smartphones are powerful because the interface is
         | reconfigurable in software. That's orthogonal to whether the
         | interface is tactile or not.
         | 
         | Imagine you go to choose between two smartphones:
         | 
         | 1. One is like you have today: a flat surface of glass with
         | colored pixels underneath.
         | 
         | 2. The other supports a surface that physically changes in
         | response to the application. Open the calculator, and a grid of
         | number buttons appear. Tapping one gives the satisfying click
         | of an old calculator. Switch to a synthesizer and a row of
         | piano keys appear. The have the bounce of a weighted piano and
         | play louder or softer based on how hard you press them. Open a
         | game and a D-pad and joystick materialize.
         | 
         | I know which one I'd pick.
        
       | snowwrestler wrote:
       | Our computer interactions could be so much richer if we allowed
       | computers to observe and listen to us and our surroundings
       | continuously. They would learn faster, and have the full context
       | of everything we say or ask for or point at or do.
       | 
       | But we don't allow that, because we are (rightly) worried that
       | doing so would give all our private and sensitive personal
       | information to greedy companies and invasive governments.
       | 
       | The future of computer interaction depends not on better hardware
       | or algorithms, it depends on trust. And discretion. Solve those
       | problems and you will unlock huge potential.
        
         | stonemetal12 wrote:
         | They do such a bad job with the context they currently have,
         | that I can't see adding more context doing anything other than
         | confusing them.
        
       | natly wrote:
       | I wish more people experimented with hand input since this has
       | essentially been solved in recent years due to advancements in
       | computer vision: https://mediapipe.dev/. Yeah it might be awkward
       | to ask the user to activate their camera, etc etc. But right now
       | I'm barely seeing any experimentation in this direction which is
       | a shame.
       | 
       | Part of me wonders if it's just that people don't know that this
       | is solved on the web, so make sure to go here and try it out and
       | make something if Brets article appealed to you:
       | https://google.github.io/mediapipe/solutions/hands#javascrip... +
       | https://codepen.io/mediapipe/pen/RwGWYJw
        
         | raihansaputra wrote:
         | I think one way this can be more acceptable is to redirect the
         | camera to view the hands above the keyboard instead of having
         | to wave my hands in front of my face. Interesting to be able to
         | enable gestures to swipe desktops without using the trackpad.
        
         | elefantastisch wrote:
         | Asking for camera access is not "awkward". In 2022, it's
         | assumed that if I say yes, you'll record absolutely everything
         | the camera can see, store it forever, sell it to anyone who
         | wants it, and use it to show me ads for crap no one wants.
         | There are a whole host of amazing possible apps using camera,
         | location, microphone, etc., but tech companies have proven that
         | they cannot or will not deliver these apps without egregious
         | privacy violations.
         | 
         | Tech companies need to prove they can limit themselves to using
         | data for the purpose for which it was requested, then we can
         | talk about whether or not I'll give camera access.
        
         | woojoo666 wrote:
         | The LeapMotion was basically a really accurate Kinect for your
         | hands, and that was back in 2014. I always wondered why it
         | never took off, and I suspect it's a market issue more than a
         | technological one. Waving your hand in the air and doing hand
         | gestures just didn't provide enough benefit I guess
        
           | natly wrote:
           | I really wanted to play with it but never did because I had
           | to buy a whole thing (that I might only use once and there
           | wasn't many people developing for). With it being available
           | on the web (without a device) things might be different since
           | the the bar to try it out is much lowered. (After all oculus
           | has tons of fun games and things that use hand tracking so I
           | don't think you can conclude the idea doesn't have
           | potential.)
        
           | novirium wrote:
           | I had one of the LeapMotion input devices back around when
           | they launched, and really did try to use it in earnest -
           | using a whole bunch of shortcuts and AutoHotkey hacks to
           | navigate the OS with it. There were even experimental
           | programs people wrote to input text with it, using something
           | similar to chorded keyboards.
           | 
           | It didn't really work out though. Long story short: my arms
           | got tired. Turns out that it's a kinda fundamental problem
           | with how they had designed the interface - hovering your
           | hands above something for extended periods of time is simply
           | just tiring and uncomfortable.
        
             | DanHulton wrote:
             | That seemed pretty obvious the first time I saw it, but I
             | figured maybe I was over-estimating the issue. I mean,
             | here's this darling company with a product everyone's
             | excited about. Surely they must have thought about that!
             | 
             | I guess they did not think about that.
        
             | woojoo666 wrote:
             | Oh definitely, it just goes to show that a lot of the sci
             | fi gesture-based interfaces just aren't very practical
        
       | throwaway-jim wrote:
       | 404
        
       | [deleted]
        
       | dang wrote:
       | Related:
       | 
       |  _A brief rant on the future of interaction design (2011)_ -
       | https://news.ycombinator.com/item?id=21116948 - Sept 2019 (153
       | comments)
       | 
       |  _A Brief Rant on the Future of Interaction Design (2011)_ -
       | https://news.ycombinator.com/item?id=6325996 - Sept 2013 (35
       | comments)
       | 
       |  _A Brief Rant on the Future of Interaction Design_ -
       | https://news.ycombinator.com/item?id=3212949 - Nov 2011 (150
       | comments)
        
       | pvsnp wrote:
       | I was wondering why this sounded familiar and it's from 2011.
       | Here are various things that have been invented along the same
       | lines as Bret mentions.
       | 
       | * https://dynamicland.org/ - Bret Victor's vision, looks really
       | cool * Kinect was released (November 4, 2010) a little before
       | this article and presented another vision of future, but the
       | market didn't think so * Oculus now detects hands and I'm pretty
       | hopeful this will add more gestures and similar gait detection
       | will be huge for interfaces
       | 
       | All in all, the incremental changes are starting to look more
       | like what Bret is suggesting rather than purely "pane of glass"
        
         | mcphage wrote:
         | > Kinect was released (November 4, 2010) a little before this
         | article and presented another vision of future, but the market
         | didn't think so
         | 
         | The Kinect has pretty much dried up for video games, but the
         | company that developed the first version of the Kinect for
         | Microsoft was later purchased by Apple, and their technology
         | underpins the FaceID tech that appears in every iOS device
         | these days.
         | 
         | (Apple has also had rear-facing Lidar on their iPads & iPhones
         | for a few years now, and I _believe_ that it is also an
         | evolution of the Kinect tech, but I don 't know for sure.)
         | 
         | I am disappointed that it withered away for video games, since
         | it was really interesting & fun technology.
        
         | Dangeranger wrote:
         | Two things about Dynamic Land that I love.
         | 
         | 1) Bret brought the computer into the world, instead of
         | bringing the world into the computer, e.g. Oculus or Vive.
         | 
         | 2) The operating system that senses the world and reads
         | instructions from objects is influenced by Smalltalk, and from
         | what I understand allows for Smalltalk like programs to run on
         | it in the form of object instructions and interactions.
        
           | mlajtos wrote:
           | Ad 2, why do you think Realtalk has any resemblance to
           | Smalltalk?
           | 
           | https://colelawrence.com/posts/2018-12-06-distribution-
           | model...
        
         | Pulcinella wrote:
         | Unfortunately I think Dynamicland is dead. The physical space
         | in Oakland doesn't exist anymore. It sounds like only Bret
         | Victor and maybe one other person are left and Victor is
         | relocating to a university Biology lab to try to implement his
         | ideas there.
         | 
         | Source: Andy Matuschak mentions it in
         | https://www.notion.so/blog/andy-matuschak
         | 
         |  _One thing which comes to mind is that Dynamicland is a
         | strange laboratory. It was a space in Oakland that is no more,
         | but it 's a physical environment where the primary activity
         | being undertaken was creating this very unusual computing
         | system._
         | 
         | ...
         | 
         |  _And in fact, that 's exactly what the principal investigator
         | is doing right now. He's picking up and relocating the work to
         | very interesting synthetic biology lab, where maybe now that
         | the further development of the system will happen in a way
         | that's meant to support this professor's research._
        
       | elil17 wrote:
       | I'm a mechanical engineer and my favorite way to interact with my
       | computer is with my SpaceMouse [1], a sort of joy-stick that you
       | can pull or rotate in any direction to drag, spin, and scale 3D
       | models. You can also use it to fly around Excel spreadsheets or
       | scroll through web pages.
       | 
       | One thing that I love about it is the grip I can use - it's the
       | "precision" grip that the author discusses in the article, and it
       | gives me a lot of fine control over what I'm doing.
       | 
       | The other day, I saw the haptic smart knob on Hackaday [2]. It's
       | a force feedback rotating knob with software defined detents and
       | boundaries.
       | 
       | If someone could combine the SpaceMouse with the smart knob, I
       | think the resulting multiple DOF force feedback controller might
       | just be the input device of the future.
       | 
       | [1]: https://3dconnexion.com/uk/product/spacemouse-compact/ [2]:
       | https://hackaday.com/2022/03/13/haptic-smart-knob-does-sever...
        
         | z_zetetic_z wrote:
         | Can you use the space mouse in 3 games? That would be cool!
         | 
         | I don't do cad work, but I'm tempted to get a SpaceMouse for
         | the sheer coolness factor.
        
           | elil17 wrote:
           | I believe someone has rigged one up to work with Elite
           | Dangerous. There is no broad support, however. I would love
           | to see a game designed specifically for the SpaceMouse
        
         | BiteCode_dev wrote:
         | A tree of code scopes is a graph, and you have one per module,
         | plus a navigation history, which makes it 3d, even 4.
         | 
         | A device like that could be adapted for dev.
        
         | ChrisMarshallNY wrote:
         | I'm curious as to whether or not anyone has any comments on
         | that wild Microsoft Surface "mouse," or "knob," or "dial," or
         | whatever.
         | 
         | https://www.microsoft.com/en-us/d/surface-dial/925r551sktgn
        
           | ckz wrote:
           | I own one!
           | 
           | I'm a UI/UX designer who was historically very invested in
           | the Surface ecosystem during the early Win8/10 era, so this
           | was a day-1 curiosity purchase for me.
           | 
           | As a physical object, I like it a lot. It's not _perfect_,
           | but it has a great weight, the Dial has a satisfying
           | resistance (like a 70s stereo knob), uses AAAs, and the
           | haptic feedback is solid for a digitally-triggered vibrating
           | motor (vs a literal ratchet).
           | 
           | What I find, however, is that it's a superior consumption
           | tool vs creation tool. It's at its best when being used as a
           | single-function knob. Great for sitting at a desk while
           | reading a whitepaper, or perhaps controlling volume while
           | listening to music. Day to day I use a mouse with a stepped-
           | wheel, but the smooth scroll on the Dial makes it my
           | preferred way to handle longform content. Keeps a long
           | article flowing.
           | 
           | However, it has not become an indispensable part of my
           | workflow. That may just be me. I need to pivot between
           | Windows/macOS/Linux over the course of a day, so a lot of its
           | proprietary-tech promise is wasted and I've built fewer
           | habits. I'm also not sure offhand how good the integration is
           | with design tools after the initial fanfare around Adobe,
           | Surface Studio, etc.
           | 
           | Other tricky part: It's bluetooth. Once it's awake and in-
           | use, that's...acceptable, if you aren't actively looking for
           | tiny bits of input lag. But if you need it on-demand (sudden
           | noise from the speakers, etc.) and you haven't used it in a
           | while, it may be a couple seconds before it's responsive to
           | that first input.
           | 
           | Still, it _is_ intriguing enough to me that years-on, it's
           | still on my desk and is one of the only bluetooth devices I
           | own, much less tolerate using. I think it's at it's best when
           | it's a context-sensitive linear actuator with some light
           | multifunction capability vs a new paradigm.
        
         | iratewizard wrote:
         | I was going to write you off as one of those weird trackball
         | people, but then I dug into the mouse. It does look like a
         | useful tool for CAD in conjunction with a normal mouse
        
           | elil17 wrote:
           | Perhaps weird, definitely not a trackball person!
        
           | jeffreygoesto wrote:
           | Not only that. Nothing beats flying through Google Earth with
           | a SpaceMouse!
        
             | sleepydog wrote:
             | I believe there was one of these, or a device very much
             | like it, in Google's headquarters in mountain view, as part
             | of a wrap-around google earth display that lets you zoom
             | around 3d space.
        
             | Stratoscope wrote:
             | Definitely. In Google Earth Pro there are a few settings to
             | tweak in the Navigation options. Turn on Enable Controller,
             | of course, and turn OFF Reverse Controls and Enable
             | Visualization.
             | 
             | I also like to turn on "Do not automatically tilt while
             | zooming". I don't recall if that affects SpaceMouse, but I
             | don't like the default automatic tilt when using regular
             | mouse or keyboard navigation.
             | 
             | Also if you are using a ThinkPad, be sure to try each of
             | the three mouse buttons (hold one down and move the
             | TrackPoint around) when not using the SpaceMouse.
        
         | munificent wrote:
         | Way back in 1996 at Siggraph, I tried out a "haptic pen". It
         | was a little pen on the end of an articulated robot arm. You
         | held it like a normal pen and moved it around in 3D space. The
         | robot arm would give you force feedback based on where the tip
         | was in space. It was strong enough to completely stop the pen.
         | 
         | In the demo they had set up, there was a 3D model of a car, and
         | you slide the tip of the pen along the surface. The haptic
         | feedback would stop the pen from penetrating into the model so
         | it really felt like the tip was touching the volume of a solid.
         | 
         | Super cool experience.
        
           | javiramos wrote:
           | Sensable Technologies, an MIT spinout, developed the
           | technology. The company was acquired by 3D Systems
           | (https://www.3dsystems.com/haptics)
           | 
           | Note that Thomas Massie, US representative and climate change
           | denialist, was the founder of Senseable.
        
           | mepian wrote:
           | Sounds like the perfect sculpting experience if you combine
           | it with modern VR.
        
             | munificent wrote:
             | Yeah, 3D modeling was the use case they were demoing it
             | for. It was really impressive.
        
           | gmueckl wrote:
           | Was this pen on an arm later commercialized as the Phantom
           | Omni?
        
             | munificent wrote:
             | I have no idea. This was a quarter century ago. :D
        
             | Findecanor wrote:
             | Sounds like it. I worked for a few months building demos
             | for the "SensAble Phantom" (not Omni).
             | 
             | It was limited in that it gave force-feedback only against
             | the sphere at the tip. The orientation of the pen could not
             | be restricted. We attempted to simulate feedback on more
             | DOF through leverage, but it was lacking: like using a
             | mouse to simulate a steering wheel in a driving game.
        
         | jkestner wrote:
         | The SpaceMouse is a great piece of interaction
         | design/mechanical engineering; makes CAD much less painful.
         | (Never tried it on a spreadsheet!) The key is the mechanical
         | springs in it which provide just a bit of resistance without
         | impeding precise control. It has a bit of a learning curve,
         | kinda like when Macs reversed the finger scroll gesture on
         | trackpads, but then it becomes part of my left hand while my
         | right hand mans the mouse.
        
           | elil17 wrote:
           | Honestly I did not find the learning curve that bad. It took
           | me about 15 minutes to get as fast with the SpaceMouse as I
           | am with a regular mouse. However the skill ceiling is high
           | and there's a lot of potential to get really good with it.
        
         | zwieback wrote:
         | Back in the day at hp we had "knob boxes" for the then
         | relatively new 3D CAD systems. Some MEs loved them, others did
         | not.
         | 
         | Here's what they looked like:
         | http://www.hpmuseum.net/display_item.php?hw=684
        
           | Findecanor wrote:
           | Knob boxes have had a comeback, for controlling photo values
           | in Lightroom.
           | 
           | There are plugins for using generic MIDI controllers (for
           | musical instruments) that have knobs, sliders and buttons.
           | Then there are also dedicated controllers that do basically
           | the same thing, but with specialised labels on the controls.
        
           | seltzered_ wrote:
           | While we're talking about HP, it's also worth noting the HP
           | Sprout PC they tried from 2014-2017 that facilitated
           | projecting (and then 2d/3d scanning content) on a 'touchmat':
           | https://en.wikipedia.org/wiki/Sprout_(computer) ,
           | https://youtu.be/GZMeY8leQBM?t=137
        
             | zwieback wrote:
             | The best part of Sprout was the "turntable", which allows
             | auto-positioning an object at various angles relative to
             | the structured-light 3D camera. I was able to snag a couple
             | and use them with our other 3D acquisition systems.
        
       ___________________________________________________________________
       (page generated 2022-05-27 23:00 UTC)