Showing posts with label touch. Show all posts
Showing posts with label touch. Show all posts

Monday, 14 March 2016

The World Is Our Interface: Design Beyond The Screen

We are in an exciting age of design: Welcome to a new era in history where our bodies, cars, bedrooms, heaters, streets and  just about everything is beginning to become an interface.
This article will present a number of exciting technologies and various interfaces to interact with them, ranging from touch to VR, as well as take a historical perspective on interactions with man-made objects that have evolved with us to where we are.
For simplicity’s sake, I like to group human interaction with the environment and technology into 4 ages:
●     The age of tools
●     The age of the machine
●     The age of software
●     The age of the self

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The Age of Tools

We used primitive objects and symbols to communicate.
Humans began communicating with symbolic representations carved into any surface. Hieroglyphics were one of the initial ways that humans started communicating, and it was highly symbolic. This symbolism would later develop into art, writing, documentation and story-telling. We can even argue that we have come full circle and are using the symbols on our keyboards to communicate subtleties in communication beyond words, even if they are silly.

From cave art to emojis: The whole world is a UI canvas, so make good use of it!
The tools that we used to communicate became more and more sophisticated, resulting in things still widely used such as pens.

The Age of Machines

When hardware was the interface.
The industrial revolution placed emphasis on productivity. Welcome to the age of the machine, where we built objects at scale to help our lives become simpler.
One example of this is the invention of the typewriter in 1868 by Christopher Latham Sholes. We begun tapping physical keys to make words, still using our hands, but with help from the typewriter as a replacement of the pen. It helped create a consistent and effective format that could be easily adopted as well as save us time.
The drawback, however, was that we needed to learn how to type. We were mass producing machines and the power shifted to them. Despite designing the hardware as the interface, we still had to learn how to use the machines. This is symbolic of many machines created at the time.


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The Age of Software

Learned skills from using hardware become metaphors to teach us how to use software.
When software needed an interface, UI designers looked to existing hardware and behaviour to make it easy for us to learn how to use it. For example we looked back to the typewriter to learn how to type on a screen. The typewriter was used to inspire the keyboard to make it easier for us to know what to do. We had already learned to type, so the natural progression was to begin interacting with screens.

We see this same transition with our smartphone keypads looking like mini versions of the very same keyboards and typewriters. Adorable and useful. As we began to touch, we began to define a completely new way of interacting with our environment.

UI design evolution is influenced by hardware and intuitiveness. A good UI design sticks to familiarity and irons out the learning curve.
Skeuomorphism is another example of making the two dimensional screen look like the three dimensional world to help users understand how they should interact with the interface. Designers created interfaces that were already familiar by depicting things like controls of a radio or mixer in audio interfaces. Apple famously led this trend under the direction of Steve Jobs. It wasn’t until Jonathan Ive became more powerful at Apple that skeuomorphic design slowly evolved into flat design, punctuated by the release of iOS7 in 2013. We were ready to make the leap to less literal cues and could now appreciate the simplicity of a reduced interface. The current iOS Human Interface Guidelines actively encourage the shift from “Bezels, gradients, and drop shadows sometimes lead to heavier UI elements” with a “focus on the content to let the UI play a supporting role.”

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Material design also shifts towards different representation of the third dimension by giving the entire canvas depth, as opposed the the individual UI elements as represented in skeuomorphism. Material design depicts the “surfaces and edges of the material provide visual cues that are grounded in reality. The use of familiar tactile attributes helps users quickly understand affordances. The fundamentals of light, surface, and movement are key to conveying how objects move, interact, and exist in space and in relation to each other.”

Touch is Human centric

On why touch worked.
With the rise of the smartphone, we taught ourselves all kinds of funny gestures for the novelty  and , of course because it was cool to use and to discover even secret stuff on our devices. We learned the difference between a pinch and a tap and a long tap, and invented more gestures than we can keep up with.
We started expanding and contracting as a way of zooming in and out. This behaviour became so natural that I have witnessed grown men try and zoom in on physical maps.
Touch works because it is intuitive. You see babies working tablet devices faster than their grandparents these days, simply because we are born to explore things with our fingers. It’s innate and reminds us of where we started at the beginning of communication.

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Touch came At A Price

And the user experience often suffered.
We have become like children in a candy shop, wanting to touch everything in sight, and along the way, we made up some pretty obscure gestures that made it nearly impossible to find stuff.
That’s because we hid stuff.




Touch interfaces came at a price. UI designers were forced to hide a lot of important stuff behind the sleek app façade.
We hid a lot of the main user interface features. A major part of the problem was competition between Android and iOS, where iOS initially led the way and significantly reduced its Human Interaction Guidelines. The simplicity looked beautiful, but we were just hiding the ugly or complicated stuff for later, often making interfaces more difficult to use. Android emulated a lot of the worst things Apple implemented and it wasn’t until Material Design was introduced that there were even consistencies in Android design at all. The myriad of device sizes and display aspect ratios didn’t help, either.
We also forgot about consistency.
A swipe on iOS is used to read an email, delete an email, archive an email, or playfully connecting with my next Tinder match, depending on the app and the context. As designers, we cling to extensive onboarding sequences simply to show users what to do.
Touch only Works on Sufficiently Big Screens
Now, we have new, wearable devices with such small screens that touch becomes difficult. Designers of these devices are re-introducing hardware centric features for humans to struggle with.
Even if your fingers are finer and more dextrous than mine, I still smile at the thought of poking around 1.5-inch displays on our wrists.


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You cannot navigate a complex thing like the internet from a hardware centric feature such as Apple’s Digital Crown. It is a real-world spin-off from known watch-adjusting behaviour, and it is time consuming and fiddly. However there are smart devices that do go in the right direction. The Internet of Things (IoT) expands the use of our everyday devices into interactive canvases and are great examples of real-work hardware mimicry done right, putting functionality in the forefront. Unlike the Digital Crown, larger dials are functional and sensible. The Nest Learning Thermostat is an example of not only taking visual cues from real thermostat design, but also the way we usually interact with dials, making the product both fit seamlessly into the home, as well as being simple to use (and of course, it benefits the environment and wallet).
Force Touch is famously deployed on Apple Watch and 6th generation iPhones, but is rapidly expanding to all kinds of devices. Apple’s Hollywood Keynote tends to overshadow the fact that BlackBerry had already began experimenting with a similar concept back in 2008, and that Force Touch support has been a part of Android for years; it was introduced in Android 1.0 (API Level 1), in the form of the getPressure() API.
Despite Force Touch’s surprisingly long history, Samsung is reportedly equipping their upcoming Galaxy phones with their variation of Force Touch (supplied by custom-designed human interface software company Synaptics), which it has named ClearForce Technology.

The Age of The Self

The old metaphor comes full circle — the next iteration.
Now that the time has come, how do we design experiences and products in a world where any environment is interactive?
The next iteration illustrates our coming full-circle; the Apple Pencil is a piece of both hard- and software technology that is helping us write again. We are back to where we started, with a simple tool and a surface. While Apple Pencil has now made this idea mainstream, it was only as recently as 2010 that Jobs famously said “Who wants a Stylus?!“ before bragging about multi-touch. While Microsoft was unfortunate not to execute of its vision of the future, Jobs had a point about usability and the difficulty of such a narrow pen on a small tablet ended up not working for Windows. The tools were not right for the time, forcing us to feel less human, and only recently do we see the circle completed.
It just so happens that these simple devices grew larger, becoming not-so-simple in the process. That is why the Apple Pencil is debuting on the advanced and oversized iPad Pro instead of the smaller 9.7- and 7.85-inch models. Specifications aside, what is exciting here is that we are now getting to a point that technology is so advanced that we can “unlearn” how to use it.
The Apple Pencil is human centric because it uses two things we are already familiar with: a pencil and an iPad. We don’t need to learn anything new in order to use it (unless we need a reminder of how to write with a pencil again).
How can we design products that facilitate innate behaviours, rather than design products that force us to learn new skills? How can we become more human centric in our design philosophy?
Moving Beyond Touch
Not only did small screens prompt designers and technologists to explore others ways of interacting with technology, new use-cases and contexts inspired us to think of different ways we could use technology.
Voice commands, for example, work great while driving or cooking, but may cause a couple of stares while asking Siri where the nearest erotic massage parlour is on the train commute home.
Voice is one way that we can interact with technology around us. It can be passive or interactive. The great benefit of voice is that we don’t need hands. However, there are limitations, such as context, that mean voice will not necessarily be the most intuitive. Further, until very recently, voice recognition has not been good enough to be relied upon. Now, it can be eerily good.
Virtual reality (VR) was thrust into the mainstream with a lot of hype, supported by the purchase of Oculus Rift by Facebook in 2014. Shortly after, Google presented Google Cardboard at I/O in 2014, a low cost VR solution, a little lighter on the wallet than the $2 billion tag of Oculus, and there are more low-cost alternatives coming.

Force Touch, VR, motion tracking, and more. UI designers will have to master a lot of new skills over the next couple of years.
Virtual reality places the user in a computer simulated three dimensional world, allowing us feel immersed in the experience and move way beyond our fingers, hands and voice. Despite allowing us to use our entire body, virtual reality is constrained by the elaborate head gear. Some not-safe-for-work use cases also come to mind. Influential tech figures, such as Kevin Rose, boldly announced that “Virtual Reality will turn out to be a dud,” elaborating that “consumers will always take the path of least resistance,” a similar argument can be made in terms of usability.
I must agree that the novelty factor is great, but anything so interactive needs to feel intuitive. Wearing a huge mask, sometimes tethered to your desktop computer, may well not be that intuitive. We are already one step closer to removing the computer tethering on some platforms, thanks to Gameface Labs, yet still hiding behind the VR mask. So have you placed your Oculus pre-order?

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Like Touching, But without Touching
Project Soli is a tiny radar that can turn basically any piece of hardware into an interactive device, controlled by delicate gestures. It’s from the Advanced Technologies and Projects (ATAP Lab) at Google and helps make the world our interface.
Now that Project Soli is open for a select group of developers to work on, the future of interaction design is limited only by our range of gestures. Project Tango is creating devices that we already use to help navigate the physical world. It combines motion tracking, depth perception and area learning to help spatially process information. Because Project Tango is completely open source, the opportunity to innovate is pretty real. There are already some unique consumer products built, including Left Field Labs’ Soundfield and Space Sketchr.
Lenovo will be releasing a Lenovo Tango device, the new beginning of using our smartphones to map our worlds in three dimensional space. With a whole lot of new technology and use cases, our job as designers is to make the experiences feel truly human. My ask is that we leverage existing human behaviours and use technology as a facilitator.

References

This article was originally published on Toptal

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Danielle Reid

EmaiL ID: jordan.lyons@toptal.com

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Thursday, 3 December 2015

What Does Force Touch Mean For UI And UX?

Apple’s latest iPhone launch event managed to draw a big crowd (as usual), but was it worth the pilgrimage? The company did not make any earth-shattering announcements, and the event centred on refreshed 6-series iPhones, an oversized tablet, and a $99 stylus.
One more thing…
One of Apple’s key selling points for the facelifted iPhones is Force Touch, or 3D Touch as Apple now brands it. The new iPhones aren’t the first Apple device to feature this new technology since it debuted on the Apple Watch and select MacBooks. Contrary to many reports, Apple is not the first tech company to implement Force Touch technology.
Since the new iPhones are merely refreshed “S” models, Apple had to do something to make them more appealing. A new processor and new camera? Check, but what about entirely new features? This is where Force Touch comes into play, just as the Touch ID sensor debuted on the iPhone 5S, to differentiate it from its predecessor.

What Is Force Touch?

I understand my tone could lead some readers to conclude that Force Touch is just a marketing gimmick, implemented to make rehashed products more appealing. Well, it sort of is, but it’s a bit more than that; it’s not just a gimmick, it makes sense and has the potential to change user interface design and improve user experience.

Here is how it works, in a nutshell:
●     Sensors within the display assembly (digitizer) determine how much pressure is being applied to the screen.
●     The information is processed to determine what sort of action the user is performing.
●     Varying levels of pressure trigger different actions.
●     A few modes are supported, triggering a “peek” into an element, or a “pop” that opens it completely
●     3D Touch is not limited to just two or three levels of pressure.
●     Different pressure levels can be used in a wide variety of apps.
On the Apple Watch, the company decided to keep Force Touch implementation simple, allowing users to access certain UI elements by applying more pressure, and that was that. However, in MacBooks, the same principle is put to good use by using different pressure on trackpad movement, to scroll through content or scrub video. The new iPhones can do both, and much more.
I will not get into the hardware sorcery that makes all this possible, but I want to point out a couple of factlets.
●     Apple is not the first tech company to implement Force Touch.
●     Previous implementations have not been successful.
●     Apple will not be the only tech company to support this new breed of Force Touch.
Force Touch is not a new idea. BlackBerry experimented with the concept back in 2008, and a few Android phone makers also examined the possibility of using Force Touch on their products. In fact, Force Touch support has been a part of Android for years; it was introduced in Android 1.0 (API Level 1), in the form of the getPressure() API.
Over the past couple of weeks, we’ve seen a few Android phones announcements mentioning Force Touch support, and I’m pretty sure they all came from Chinese brands. This, however, does not mean the Chinese Android industry is overtaking Korean, Japanese and Taiwanese outfits. It’s just a matter of timing since Chinese brands usually update their flagship phones in the second half of the year, while Samsung, LG, HTC and most other brands do it in late Q1.

Why Didn’t We Get Force Touch On Android And Windows?

Nearly all flagship smartphones share the same hardware DNA: ARM-based processors manufactured in TSMC and Samsung foundries, NAND and RAM manufactured in Samsung and Toshiba fabs, displays from Sharp, LG, Samsung and so on, usually with a pane of Corning Gorilla Glass on top. So why didn’t other vendors implement Force Touch sooner? They all use similar hardware and Force Touch support in Android has been around for years.
There are a few explanations and factors. Different devices use different digitizers and displays, so hardware fragmentation is a problem for Android. Is the digitizer laminated? What sort of glass is on top? Is the glass curved, or 2.5D curved?
Apple obviously does not need to worry about these issues because it has complete control over its software and hardware. It can guarantee identical user experience on its devices, and that’s just not an option in the Android and Windows world.
The other problem is the actual usefulness of Force Touch; does it really add that much to the user experience? I guess we will have to wait and see. Apple, obviously, thinks it can make a big difference, but I am not convinced. I am sure there are a lot of good use cases for Force Touch, and developers will undoubtedly create more as the technology becomes available. However, Force Touch could also present a problem by adding more complexity to the way we interact with our mobile devices. I am a tech enthusiast and I am sure I would get the hang of it in no time (and I’d probably love it), but what about my mother? What about the hundreds of millions of tablet and smartphone users who won’t care about Force Touch, and may even find it a nuisance?

Still, I can see how Force Touch could improve user experience in many apps and mobile operating systems. Here are a few thoughts on what Force Touch could do for mobile app development in the future:
●     Game developers could use this new input method to design more complex and elaborate mobile games.
●     Many productivity apps could benefit from Force Touch; it could simplify operations in word processors, spreadsheets etc.
●     Content consumption: Force Touch could be used to improve user experience in audio and video players, e-book readers and more.
●     Security: Instead of drawing a lock pattern, you could add pressure sensitivity that would add another layer of security.
●     Smarter off-screen gestures to launch applications or quick actions.
Of all these use cases, I would single out game development as the most promising one, but that’s just my opinion.

Apple Wants Developers Ready For 3D Touch

This brings us to the next point: How will 3D Touch support be implemented? Apple wasted no time issuing a call to arms, encouraging developers to get their apps ready for 3D Touch. Apple’s 3D Touch developer site, already has a number of resources to get your started.
Sample code and class references are available for pressure sensitivity, Peek and Pop functionality, and Quick Actions. Xcode 7 and iOS 9 include the necessary APIs for the development of 3D Touch-enabled applications and actions.
You can already download sample code for TouchCanvas, but Apple cautions developers that its technical documentation covering 3D Touch is still incomplete, describing it as a “preliminary document” for an API and technology in development.
Apple also has a few 3D Touch guides for developers who want to get started as soon as possible. The guides are brief and give a quick overview of Peek and Pop, homescreen actions, human interface guidelines, and the developer environment for 3D Touch. Rather than explaining every point, I encourage you to check out the official documentation, which should only take a few minutes.
Now, if only we had a way of knowing which Apple announcement has had the biggest impact on developers, what really got their heart racing? Well, as it turns out, the developers and beta testers of an Apple Watch app called Cardiogram watched Apple’s latest event, recorded their heartbeat and posted the results online. Since the outfit specialises in Apple Watch development, it’s hardly surprising that they found wearable announcements interesting, but the other thing that got their hearts pumping was the price of Apple Pencil.
Unfortunately, there’s no useful data on 3D Touch, or the new A9 System-on-Chip for that matter. I guess it just goes to show that many developers really aren’t into silicon and hard tech.
In any case, it’s safe to say that 3D Touch did not pique the interest of every iOS developer out there, but let’s give it time. After all, it’s a novel feature reserved for the latest Apple devices, so it will take a couple of years before it’s supported by most iOS hardware in the wild.
So what about Android devs? Will Android Force Touch development be a big thing?
Android Force Touch Development
I already mentioned that Force Touch support has been a part of Android since its inception, although it actually became available starting with API Level 5. I also listed a few issues that stalled development in this area.
On the face of it, Apple has done the right thing, again, and made a technology that’s been out there for years truly marketable. Even so, that doesn’t mean that Apple’s 3D Touch will be the only Force Touch technology out there, nor that it will be a killer feature.

In fact, Huawei launched a Force Touch smartphone a few weeks ahead of Apple. It wasn’t alone, either, as ZTE also introduced a smartphone with Force Touch support. If you want to see Huawei’s Mate S use Force Touch to weigh a banana, be sure to check out this link. Obviously, this is a gimmicky way of using Force Touch and it’s more of a tech demo than a useful app.
What about other Android vendors? Information on Force Touch support is sketchy at best, and I haven’t heard of any upcoming Samsung, LG, Sony or Nexus phone with Force Touch. This doesn’t mean it’s not coming, but it may be a while before it becomes standard on Android phones.
With that in mind, we should ask ourselves whether or not looking into Android Force Touch really makes sense at this point. In my opinion, the answer is not really.
However, Android hardware is becoming commoditised and even low- to mid-range devices are ending up with a lot of goodies we haven’t had a chance to see on trendsetting phones such as the Nexus series. Fingerprint scanners are a good example: They’re not mainstream on big brand phones, but if you take a look at the Asian market, you’ll find loads of cheap $150-$200 Android phones with fingerprint scanners. I suspect we will see a similar trend with Force Touch, especially if it turns out to be popular among iPhone users. I would not be surprised to see Force Touch implemented on the next generation of big brand Android flagships.

Force Touch: Implications On UI And UX

I think there is a good reason behind Apple’s decision to roll out Force Touch on its smartwatch. The technology gives users more input options without adding bulk and taking up display real estate. In other words, it allows users to do more on a tiny screen.
However, that does not mean it will be less useful on smartphone, or even tablets. In fact, considering the size of many flagship phones out there, Force Touch could be employed to improve one-handed access to certain features and options. It could do the same on tablets, especially in some types of apps, especially games.
Aside from mobile gaming, the technology also looks promising from a user interface (UI) and user experience (UX) perspective. Apple, Google, and other tech companies will eventually integrate Force Touch in a range of mobile products, including tablets, laptops, hybrid convertibles, smartphones; possibly even into gaming consoles and desktop monitors with touch sensitive displays. It may be more difficult to pull off on big screens, but it is possible in theory.
As far as UI and UX changes go, big tech will lead the way by integrating Force Touch hardware in new products, backed by software tweaks in mobile operating systems and their core apps. Developers will have to fill in the blanks by updating their apps to incorporate Force Touch support, should they decide it’s worth the effort. They obviously don’t have to do this, but they could. Each developer needs to weigh the pros and cons before deciding to add 3D Touch support to an existing app.

While Apple and Google will try to keep the process straightforward from a technical perspective, it will involve more than simply adding a few lines of code and using new APIs. Designing a Force Touch enabled app from the ground up is one thing, but what about adding support to an old app? The UI will have to be tweaked as well, and, depending on the type of app and the developer’s direction, this might be easier said than done.
Implemented properly, Force Touch and 3D Touch should speed up navigation and improve user experience; that’s the whole point of the new technology, but adding it as a gimmick, without thinking it through, could have the opposite effect. Luckily, Apple already has clear guidelines for 3D Touch, and unless developers want to experiment and create something truly different, the risk of degrading user experience will be low.
In most cases, there will be no risk, because 3D Touch will be deployed as an extra feature reserved for new iPhones. For example, instead of using a lengthy press to access certain elements within the user interface, developers could choose to employ 3D Touch. This should be the easiest and most effective way of deploying 3D Touch. Instead of revamping the whole UI, the new technology could be used to augment an existing solution and speed up user interaction, saving a second or two each time. For users accustomed to the old way of doing things, or users of older hardware, this won’t change a thing, because the long press option should still be there.

Is This Just Another Smartphone Gimmick?

The future of smartphones is inevitably gimmicky. From a hardware perspective, there is really not much more smartphone makers can do to differentiate their products. We already have the biggest, highest resolution screens that can fit into a phone, backed by cutting edge application processors that can only get better as the semiconductor industry transitions to new manufacturing nodes. Smartphones and tablets are mature products, evolution has stalled.
Force Touch, fingerprint scanners, additional sensors and fancier cameras might make smartphones more competitive, but there’s really no revolutionary technology that will make any smartphone stand out from the rest of the field by a wide margin. Force Touch is more of the same: It’s a new feature that can do a lot to improve UX, but it’s hardly a game-changer.
The technology is about to start rolling out, so it will be a couple of years before it ends up on the majority of smartphones (regardless of OS and vendor). In other words, there is really no rush to embrace it, because it will be available to a limited number of users over the next few quarters. This, of course, does not mean you should ignore it, but you shouldn’t lose any sleep over it, either.
If you are an iOS developer, I’ve already listed a few resources you can check out in a matter of minutes and since it’s a good idea to keep track of emerging technologies, you can go over them over while you enjoy a cup of coffee.
This article was originally published on Toptal

About Author: 
Nermin Hajdarbegovic is a Technical Editor at Toptal.
Email: irene@toptal.com

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