Monday, December 14, 2009
Cool Interface Toys
The interaction with the blocks is extremely simple, even if only a few instructions are used. Little kids were able to use the blocks for simple learning games and adults (with a little more practice) could become proficient at the sound mixing. The word matching is entirely intuitive and registers with our natural inclinations immediately.
Tuesday, November 24, 2009
Surface D&D and other Board Games - "Enhanced"
This is something that I discovered myself when I looked into some ideas for my final project. I was never a D&D player myself, but this Surface controlled environment would make it easy to play and learn the game.
When I first saw this demonstration, I thought about the number of other board games that would be great to play on a Surface. Classics like Monopoly would be easy to pick up on a Surface. You could still roll dice and move your piece if you wanted to, or have the computer move your player for you while you manage your assets and discuss property trades.
I also considered playing a much more complex game like Axis & Allies or Risk. A game like these would really benefit from limiting the physical pieces on the board that can easily be lost or knocked over (which subsequently ruins the game). In addition, these games can take hours to finish, so it would be nice to save the game and come back later. While coding the rules to the games would take up LOTS of time, it would keep opponents from forgetting the rules or cheating.
Of course the strict rule enforcement might be the game's downfall as well. "House" rules would need to be programmed into the code to allow for game adjustments like collecting money on the "Free Parking" square of Monopoly.
Wednesday, November 4, 2009
XAML Triggers
A property trigger is invoked when the value of a dependency property changes.
A data trigger is invoked when the value of a .NET property changes.
An event trigger is invoked when a routed event is raised.
Here is an example of a property based trigger:
<Style TargetType="{x:Type Button}" key="TriggerStyle">
  <Style.Triggers>
   <Trigger Property="IsMouseOver" value="True">
      <Setter Property="Background" Value="Green">
    </Trigger>
  </Style.Triggers>
</Style>
Here is an example of an event based trigger:
<Button Name="btn_OK" Click="btnOK_Click">OK</Button>
Monday, October 12, 2009
Update
Monday, October 5, 2009
Mouse 2.0
Last week I argued that the standard keyboard couldn't be changed because it has been a standard for so long. While the mouse is much younger, it too has remained the same for some time. Additions like extra buttons have made the mouse more versatile and tilt-scroll wheels made certain tasks much easier. It is annoying now to have to scroll through a webpage or PDF using the actual scrollbar now that we are so used to the wheel on the mouse. Is it reasonable to believe that resizing windows using a multi-touch mouse rather than dragging the corner of a window will become the new standard?
I think it is. Yes, even after arguing that the keyboard will never change, I think that the mouse can evolve. Multi-touch devices can be designed to track very intuitive inputs. The two-finger resize gesture utilized by the iPhone and Surface simple make sense. Dragging windows with a solid click versus flicking a photo across the screen are motions that we can perform with paper on a desk, so they translate well to multi-touch computing applications.
The first mouse in the video looked promising for a general audience while some of the others looked like they could be used in niche markets. The "artsy" mouse would be great for 3-D modelers so they can "grab" and twist their designs. The side mouse looks like it could be used to complement a standard mouse when using special applications like photo editing software.It will be interesting to see which of these mice make it beyond the development stages.
Monday, September 28, 2009
Physical Interfaces
Monday, September 21, 2009
The Old Macintosh
I knew that the development of a GUI was a huge step in the technology world, but I never realized how long it took and how novel the concept was. The movie featured interviews from several long-serving or Apple employees that shared the process of developing many of the technologies that went into the major systems such as the Apple II, Macintosh, iMac and iPod/iPhone.
After the success of the Apple II, a small team of about a dozen designed the first Macintosh, the first GUI and the first successful point and click environment. Most of the original artwork was done on graph paper that could easily be translated into bitmaps because the team could not afford to build a prototype for each contributer. The text editor was capable of several different fonts of different sizes.
Today GUIs and point-and-click have evolved, but many of the principles remain the same. We still use images of folders and disks to give a metaphorical representation of file systems. We still use windows to manage viewing different applications. One clip in the movie reference an IBM quote saying, "No computer that can fit on a desk could ever be powerful enough to do worthwhile computing." The Macintosh didn't have the speed or memory of a contemporary IBM mainframe, but certainly left a much greater impact on the world.
Monday, September 14, 2009

I think that it is more important to focus on interface design than it is to focus on the “smarts” of a system. If users are able to look at and interface and understand how to use it properly, then smarts are not required. With a well designed interface, users typically have more options, especially advanced options. One example of an easy interface but little AI is the automated checkout system in supermarkets.
Another example of an intuitive interface without much smarts is the Apple iPod. Spinning my finger around the wheel is an easy motion that relates well to what I am trying to do. I spin clockwise to turn up the volume. Click the middle button to select a menu item. Easily scroll up and down through menus. Skip songs by pressing forward. My old MP3 player (the original Nomad Jukebox) had several more buttons with specific tasks. The iPod consolidated the buttons to just the scroll wheel. This is a huge advantage because I can control the player with one hand while walking or doing some other task.
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This opinion does, of course, come from an engineering-oriented individual. I enjoy experimenting with new technologies and learn from trying things out on my own. Other people who might not be so tech savvy can often be deterred by the newest advancements. This is where some would argue the system intelligence would be able to figure out what they are trying to do. I would argue that unless the system has an approachable interface, the new users would never try the system to start with.
