3DUIdesignII - Designing 3D User Interfaces Designing Part...

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Unformatted text preview: Designing 3D User Interfaces Designing Part II Lecture #13: 3DUI Design Part II Spring 2008 Joseph J. LaViola Jr. Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 3DUI Design Microlevel Microlevel devils in the details devils correct implementation correct careful choice of parameters careful Macrolevel Macrolevel strengths and limitations of human strengths psychology/physiology common sense common rules of thumb rules Two main strategies Two designing for humans designing inventing 3DUIs inventing Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 1 Inventing 3D UI Realism (or isomorphism) Realism borrowing from real world borrowing Magic (or non-isomorphism) Magic deviating from the real world and introducing deviating artificial, magic techniques Continuum between realism and magic Continuum Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Inventing 3DUIs – Simulating Reality Tried and true approach Tried replicate world as close as possible replicate bring in certain elements bring Important for simulation applications Important flight simulators flight medical training medical phobia treatment phobia Dependent on application Dependent Advantages Advantages + User already knows how to do it from everyday experience + Can be implemented on the basis of designer intuition Disadvantages Disadvantages Spring 2008 Limitations of technology do not allow exact realism Introduces limitations of the physical world into the virtual world world CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 2 Inventing 3DUIs – Adapting from Real World Adapt artifacts, ideas, Adapt philosophies, domains Architecture and movies Architecture Real world metaphors Real Examples Examples virtual vehicle virtual flashlight flashlight shadows shadows Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Inventing 3DUIs – Adapting from Real World (II) Advantages + it’s already done + search for solutions around one + experience transfer + can be very easy to understand Disadvantages - analogy is never exact - difficult to find analogy for abstract operations - when is it really effective? Spring 2008 Widgets by Mine et al. , 1996 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 3 Inventing 3DUIs – Adapting from 2D 2D UIs studied extensively 2D Most people fluent with 2D Most interaction Can be easier than 3D Can Approaches Approaches literal overlay literal elements in 3D environment elements 2D interaction with 3D 2D objects Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Inventing 3DUIs – Pen and Tablet Two-handed, asymmetric Two Phyical props Phyical 2D interaction (reduces 2D DOF) Surface constraint Surface Body referenced Body Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 4 Inventing 3DUIs – 2D Interaction with 3D Objects Transparent props Spring 2008 ErgoDesk CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Inventing 3DUIs – Magic and Aesthetics Real power of 3DUIs Real better reality better alternate reality alternate Overcome human Overcome limitations Reduces effects of Reduces technological limitations Spring 2008 http://www.cantonmagicrafters.com/images/rabbit.jpg CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 5 Magic: Cultural Clichés & Metaphors Examples: Flying carpet, Go-Go, WIM Examples: Flying Advantages: Advantages: + easy to understand if you know the metaphor + usually they are very enjoyable + many metaphors are available + need not to be learned Disadvantages: Disadvantages: - the metaphors can be misleading - the metaphors are often rooted in culture - it is difficult to come up with good magic metaphor Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. Magic: Violating Assumptions Can we systematically design and evaluate Can new interfaces by systematically violating our own assumptions? -- Jeff Pierce, CMU Examples Examples what if 2 objects can occupy the same place in space and what time? what if we can make time go backwards? what what if we have a technology that has no flaws? what Advantages: Advantages: systematic approach toward inventing 3D user systematic interfaces Disadvantages Disadvantages how far can we violate our assumptions? how Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 6 Next Class 3DUI Evaluation 3DUI Readings Readings 3DUI Book – Chapter 10, 331-347 3DUI 331- Spring 2008 CAP6938 – 3D User Interfaces for Games and Virtual Reality ©Joseph J. LaViola Jr. 7 ...
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This note was uploaded on 06/13/2011 for the course CAP 6938 taught by Professor Staff during the Spring '08 term at University of Central Florida.

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