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The Ultimate Interface
posted by Editor on Tuesday December 18, @09:42AM
User Interface Experts Ivon Fergus writes "A relatively short introduction seeks to answer the question "What is Nooface all About?" in an entirely non-technical way, i.e., for the so-called "Rest of Us," i.e., ordinary consumers or, just plain users. Following this introduction I offer a few thoughts of my own about what I call my ultimate interface. We shall see if my vision is correct."

The Nooface website explores new computer interface paradigms, or new and better ways that people may interact with computers, especially personal computers (PCs). For example, the Microsoft Windows (TM) Graphical User Interface (GUI) is a very popular PC paradigm. As an old-timer (my nickname is DOS-Fossil). I have used many computer interfaces, including rolls of punched tape with a clackety-clack Teletype (Model 33, I think?) and boxes of Hollerith (80 column punched)cards with IBM and other mainframe or midi-computers. Those were early computer user interfaces that relied strictly on paper input and paper output. These interfaces were difficult to master and had many quirks. The IBM Mainframe Job Control Language was especially (what we call today) anal-retentive, but at the time I suppose it made perfect sense to require that users conform to a very specific command and data input format. Every word of memory was precious, and there was none to spare for adding format sensing routines to the operating system to allow free-format input. Each control character had to be in the correct column, and that caused many a glitch. Oh, how I rejoiced when free-format input first became available! Few users have any real appreciation for how much better computer interfaces are today.

Yes, I know that the foregoing rant falls into the category of "when I was a youngster, we had to walk two miles to school, in three-foot deep snow, and it was uphill both ways, so you young whippersnappers had just better quit complaining about having to ride the bus!" Nevertheless, on order to progress, one must occasionally revisit the past. For example, free-form input and output was a much welcome improvement, but it did not really change the overall user interface paradigm, i.e., inputting boxes of punched cards and retrieving stacks of green and white printouts, and occasionally more boxes of punched cards.

Similarly, combining a touch-screen with a modern GUI is a variation on that paradigm, i.e., it eliminates or minimizes the need to use a mouse or other cursor manipulation device. However, adding touch-screen functionality to a GUI does not create a new interface paradigm. Unfortunately, many users and even some supposed experts often don't clearly distinguish between an added layer of functionality and an entirely new paradigm. This current lack of clarity is quite understandable, because many of these user interface concepts are evolving rapidly, but I believe that the first thing to do is to separate, organize, and classify the different fundamental computer interface paradigms. Then one should consider possible improvements and nuances (in a blue-sky, or non-judgmental way), and finally focus upon those basic user interface paradigms, improvements, add-ons, and nuances most likely to receive wide user acceptance.

To begin with the end in mind, I need to state the obvious: the most successful interface paradigms will be those which are the most user-friendly, at the same time which don't destroy or obfuscate "good old ways" of doing things, and which still allow developers and users room and even encouragement to innovate. In other words, the command line interface, a la DOS, is the Ghost of Christmas Past, MS Windows in the Ghost of Christmas Present, and Nooface is a place where people are experimenting with possible future user interfaces. Can all of these concepts be as wonderfully and completely resolved as was Ebeneezer Scrooge's "Bah! Humbug" disposition? Let us hope so! But, "the most user-friendly", etc., is an ideal, not a practical answer. So, the following few paragraphs outline my ideal (and what I believe is the ultimate) computer user interface, and then there is one more paragraph about how to get there from here.

The user may be sitting or standing, or even reclined, to operate this interface, but most of the time he or she will be sitting comfortably. To activate and deactivate the interface, the user must do something unusual and yet easy to do and preferably quiet. (The method of barking the word "Computer" as used in Star Trek et al. is neither unusual nor quiet.) Because most adults wear a wedding ring of some sort on the third finger of their left hand, I propose that activation begin by rotating the ring a full 360 degrees in one direction followed by tapping it three times in rapid succession with a fingernail or other "hard enough" object. Deactivation is by rotating the ring 360 degrees in the other direction and similarly tapping on it three times. Unmarried people may choose to wear a ring of a different design or on a different finger, or designate and use another unusual mechanism to activate and deactivate the user interface. The user may also wear another sensing ring on his or her right hand and use either or both. Upon activating this operating system, a shirt pocket (or buttonhole) or necklace mounted holographic projector projects a three dimensional but, transparent startup image, i.e., a 3-D GUI in front of the user. This GUI covers the area where today's users typically have their keyboard, mouse, and display screen. So, this is sort of a Virtual Desk, Desktop and Display. If one prefers, the display may originate from a fixed point, i.e., not move when the user moves his or her body. This image contains 3-D icons and also displays words and other names in the user's native language.

To operate the computer soundlessly, the user "grasps" an icon image with either hand and moves it to the relative location of today's Task Bar. Icon image grasping should require that the user touch a sensor ring with his or her thumbnail or other hard enough object to simulate the action of physical grasping. The user may talk to the computer and give it commands and hear responses via a microphone and headphones, etc. as desired, but this is not necessary. However, I recommend that the computer interface be set such that all verbal commands must preceded by double clucking one's tongue in rapid sequence, but one should be able to disable that safety feature. Once the application etc. is placed on the Virtual Task bar, it automatically launches. For example, suppose the application is a word processing program. One may type in text and perform other text manipulations using the Virtual Keyboard or move things with the Virtual Mouse, or simply dictate the text orally and use one's hands to grasp and operate Virtual icons. Also, if the application is a word processing program, it will have its own icons such as an eraser or other editing tools to easily edit one's dictation or virtual typing. Grasping a sensor ring (touching it with one's thumbnail) will connote the same thing as clicking on a mouse, and double clicking will be assigned similar meanings. Icons such as the X and - in the upper right corner will mean the same thing as they do now, but it is ecommended that the thumbnail must touch the sensor ring to operate the icon(s). This is so that merely pointing at an icon does not activate it accidentally. As with today's Task Bars, the user may easily alternate between applications by touching the desired application with a finger while the thumbnail touches the sensor ring. The user may prefer to double-cluck rapidly with his or her tongue (or require double grasping a sensor ring by striking it twice with the thumbnail)and give verbal commands such as "Launch", "Save", "Erase" or "Send" in lieu of pointing, grasping and other hand manipulations on the Virtual Desktop and Display, or Virtual Typing or using the Virtual Mouse. I could give more examples, but I feel that this is enough.

So, how do we get there from here? It's not as hard as it may seem, because this paradigm builds upon and mimics some very popular paradigms. In fact, if one prefers to substitute a physical keyboard or mouse for a virtual one, the basic Virtual Desk, Desktop, and Display paradigm should accommodate those user preferences as mere nuances. The major tasks, besides writing the thousands (millions?) of lines of code to make this operating and control system work, are to develop adequate holographic projectors and sensor devices that can tell where ones fingers are with relationship to the image projected. Early implementations may require that users wear sensors on their fingernails and thumbnails. Many other minor adjustments and compromises must be made, but my ultimate interface paradigm meets my own requirements of building on the past, accelerating the present, and projecting a much better future that honors both its past and present.

Navigational Aids Improve Search Experience | Analyzing Application Requirements In Wearable Computer Interfaces  >

 

 
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    Yeah yeah, the mouse sucks (Score:1)
    by misuba on Tuesday December 18, @02:49PM EST (#1)
    (User #118 Info)
    ...but that's the least of our problems. This isn't the tough stuff. In fact, it reminds me of the "Put That There" project that was done at PARC or something like it, in the 80's.

    I'm not saying these are bad ideas, but they won't help with the stuff that's behind the icons (or the fact that icons themselves often don't serve their intended purpose very well).

    I find it kind of funny (in a laughing-with, not laughing-at, kinda way) that you begin this article by saying the following:

    However, adding touch-screen functionality to a GUI does not create a new interface paradigm. Unfortunately, many users and even some supposed experts often don't clearly distinguish between an added layer of functionality and an entirely new paradigm.
    ... and then go on to spend the rest of the piece talking strictly about the physical means of interacting with whatever "paradigm" is up there on the screen. It's a bit like when I sit down, intending to write the next chapter of my great novel, and end up spending two hours trying to find the perfect chair, making more coffee, adjusting my monitor settings, and then finally just giving up and playing Starcraft.

    So I guess I'm saying I understand. Doesn't mean I have to approve. ;-)

    Close that <I> Tag (Score:1)
    by ashley-y on Tuesday December 18, @04:00PM EST (#2)
    (User #131 Info)
    dammit!
    Put that there: the Triumph of the WIMP (Score:1)
    by katabakari on Wednesday December 19, @02:35PM EST (#3)
    (User #194 Info)
    Put That There (MIT, 1980)
    Key advances: Recognizing human gestures, combining voice with other input modes.
    Video Put That There, SIGGRAPH Video Review 13:4, 1984. (from hci.stanford.edu)

    In the early 80's my dad had a bunch of SIGGRAPH laserdiscs, so I got to see pointing and speaking interfaces (as well as a mess of other surreal experiments) right before I checked into the WIMP asylum with the 128k Mac. Then as now, there was no shining light, no undeniably good interface schema or philosophy to lure us forward, just a bunch of interesting experiments. Sure, the Great Desktop Metaphor was the thing to copy, but it didn't do much to improve the experience of the command line - in fact, it's taken Apple 17 years to simply put it back.

    I could praise it, since it arguably provided the lubricant for 'computing' to move from governments, back offices and hobbyist garages to dominating world culture, making MIPS and bit storage ridiculously cheap. But I'd rather bury it, since its crusty feature creep has allowed corporations and engineers to hide functionality behind icons and standards until the typical user has no more control over their experience than a family wandering stunned through Epcot Center.

    I'm all for holography and wacky UI experiments, but until then, I'd rather strip away the cruft till what's left is a screen, a stream of pure visual data, and a computer listening intently to elementary user feedback. One button is enough for Steven Hawking to communicate with the world - do we really have to create an Intelligent Virtual Holo-Desktop do get a lot of working (and playing) done? Clicky rings and cryptic utterances looks great in a MIT demo (or an ILM effect), but Bruce Tognazzini admitted that even the Starfire video was misleading, since scripted visuals (or fevered UI imaginings) always do exactly what they're supposed to. Exotic, one-time functions are great, but what if the user created them by example? Isn't rote automation what computers are for?

    I see the future in Playstation games, experimental Flash, and full-screen Web viewing (hit F11!), but, and here's the kicker, under the complete and immediate control of the user. If we must have icons, let them be graphic bird's eye views of functions, openable and rewirable on demand. Graphs should be live visual incarnations of data. A font should be a collection of such living graphs, repaintable to fit the purpose. It all adds up to an 'interface' like jelly on springs, which starts with the void and ends up looking like whatever the user needs it to, in as few steps as possible, without the intervention of programmers, marketroids, or slashdot.

    Give me a tool where I can play with binarity, quantity, signal, hierarchy, combination, division, dimension, position, symbols, time, color, control, communication and perspective under one roof and at the same time. I don't care if it's unfamiliar - if it plays like a video game (no keyboard unless so desired!), I can create a web app in an afternoon and replicate the desktop in a couple of days. And so can anyone else if they feel like it. That's literacy. As Jeff Jouppi said, 'If you could get what you wanted without an interface, would you miss it?'

    Fight the power. Take back the screen. And close your damn 'I' tags if you have to ;] .
    -kataBAKAri (foolishness for form's sake)*

    p.s. Ivon: thanks heaps for nooface.

    computer-aided task vs. virtual desk (rant) (Score:0)
    by Anonymous Coward on Wednesday December 19, @05:24PM EST (#4)
    Some interfaces are better than others, but they'll always be weighed by someone who has expectations about doing some kind of task. If I'm out surveying a building site, I'll need different stuff than if I'm trying to edit Java source code, or replying to poison control calls, or making a film about water, or participating in a military training exercise. A desk and a desktop, virtual or real, computer or paper, it an interface for a set of tasks, and I suppose that's the set of tasks the author is thinking of, but it's a small set compared to the vast number of applications that will involve computer technology in the future.

    But the task is the thing, and design principals and experience will help us to make a good interface for that task or that family of tasks. No single form-factor will suffice for everything a person will want to do. Nobody suggests that we should use one device for transportation, entertainment, exploration, food preparation, sleeping, making music, etc.

    The consumer computer is splitting into many different forms, becoming smaller, more powerful, more connected, more rugged, and generally more of an everyday object like a tea-kettle or a hammer.

    So when you're making an interface, the first question should be "to do what?"


    Its broken (Score:1)
    by kholmes on Thursday December 20, @02:40AM EST (#5)
    (User #29 Info)
    The whole article is broken in that it is black on a black background. Of course, I am in Light Mode. But it would be nice if this was fixed.

    I'm not a robot like you. I don't like having disks crammed into me... unless they're Oreos, and then only in the mouth. -- Fry

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