<![CDATA[Gizmodo: interface]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: interface]]> http://gizmodo.com/tag/interface http://gizmodo.com/tag/interface <![CDATA[Gadget Singularity: Let's Ditch Our Buttons and Screens Forever]]> The past decade's march towards better gadgets shows a trend line pointing towards ultra powerful gadgets with UIs so seamless, they make Macs look like a punchcard computers. But if you think about it, we—not hardware—are the limitation.

Besides processing power, price and battery life improvements, our preferences for gadgets and the direction of those desires point towards three things: Richer displays, more seamless inputs and smaller packages—the first two being in direct conflict with the last. Looking at where we've been and where we are, I don't think we can keep pursuing these goals without going gadget prosthetic.

Now here's a trip: For the first time, this decade, design choices are being made to limit resolution in screens to show mercy to the human eye. Apple's recent iMac revision increased the desktop monitor's pixels per inch rating to about 110. That's the equivalent of a laptop levels of density, but on a big 27-inch screen, and it was so sharp, it hurt. Any desk jockey can tell you that as displays get sharper, the strain goes up. On mobiles, which are already the most pixel dense of the gadget kingdom, designers are frequently bashing into conflicting goals of fitting lots of pixels onto pocketable devices. Resolution-independent operating systems (that rely on vector-based graphics) are important but if we don't take displays inside the human body, gadgets can't get much smaller—there's no way for them to become as pixel rich as desktops while continuing to get smaller than they already are.

The the idea for hybridized HUDs featuring reality and computed interfaces has been around for ages. Science fiction has already dreamed up what it is we want to see in animations like Ghost in the Shell. But the recent explosion of augmented reality apps—powered by smartphones with directional compasses, internet connections, location awareness, cameras and the power to draw data driven overlays—are simply prototypes for real HUD and in-eye/mind displays. It's not a conceptual problem as much as it is a question of how.

Keyboards and buttons are easier to understand as a limitation, as we type on increasingly baby-finger sized keyboards on smartphones with appendages that look like hot dogs. Keyboards just need to go away. Towards that trend, software keyboards may be error prone but when used by the proficient, the typing is way faster and the devices are way smaller. Further away from traditional keyboards, Microsoft Research's projects point towards gesture and voice commands. I don't see how we could get full work days done that way, though, and there's the rub. There's not even a good concept for controlling a PC to the level we need to without keyboards and pointers now. Mind control is a joke.

In user-interface design, we've always trended towards the invisible. Instead of seams, we want the seamless. Instead of four clicks, any given major task is better with three. Maybe one day, none—the blink of an eye. Funny enough, the only mentally controlled gadgets these days are toys. And usually the low-end QVC valley where high-end tech ends up after dripping down from the peak of military or space program development to gadget fiends, and finally their kids. I would guess the sloppy capabilities of such toys, like the Mindflex Brainwave, make it inappropriate, unsafe and unusable for anything but hovering a ball in mid air.

It's funny looking back at attempts of strap-on computing. We always thought these clunky setups—"wearable" PCs velcro'd to our arms or slung over our backs—were the predecessors to in-body computing. I've long assumed that getting to prosthetic gadgets was an issue of micronization. "When we can fit a computer into the profile of a Bluetooth headset, people will use 'em," we thought. But it's clear to me that it's about the interface; the inputs and outputs.

Gadgets don't have much more room for revolutionary improvement unless we bypass our own natural limitations of fingers meant to peel bananas and eyes designed to spot prey and predators, and get these damn things we love and depend on so much routed directly into our brains.

This week, Gizmodo is exploring the enhanced human future in a segment we call This Cyborg Life. It's about what happens when we treat our body less as a sacred object and more as what it is: Nature's ultimate machine.

[Image from Stuart Moore]

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<![CDATA[Apple Magic Mouse Hands On]]> The Apple's Magic Mouse doesn't have anything on its surface. It's an aluminum base topped off with a smooth multitouch panel. It felt weird to use, but leagues ahead of the Mighty Mouse. I may go back to mice. UPDATED

The strange thing about the Magic Mouse is not how it works. It is that you have different gestures than on a standard Macbook Pro trackpad.

One obvious example: Since you move the cursor by moving the whole mouse with your hand, there's no point in also using one finger to move the cursor, like on the trackpad. Moving your finger on the surface of the Magic Mouse allows you to scroll in all directions, 360 degrees around.

You can also scroll with two or three fingers, if you move them up and down. But if you swipe them from side to side while using a web browser, your browsing history moves forward or back.

Physically, the mouse is beautiful, and feels nice. The top is made of white polycarbonate that matches the keys on Apple's keyboards. It is one seamless touch surface, and, logically, there is no Mighty Mouse scroll nipple.

The surface can also simulate the left and right buttons. Unlike in previous Apple's mice, the two buttons work perfectly. This time they also added physical feedback, so when you click the buttons, you actually get the entire surface to click—like the original clear Apple mouse.

The mouse runs on AA batteries, and Apple claims 4 months of use per set. You can get it with the new iMac or pay $69 separately.

There was a small thing I noticed, though: the mouse would sometimes move when I tried to scroll — I can maybe get used to this, but it was a thing that happened to me and my presenter who definitely had more time with the mouse. The other reason why Apple went with fewer fingers for swipe and scroll gestures, besides the issue of pointing already being taken care of by the mouse's table action, was because you need your ring finger to hold the mouse properly or the thing slides on your desk.

Also, the mouse will be software configurable for lefties.

Apple Introduces Magic Mouse — The World's First Multi-Touch Mouse

CUPERTINO, Calif., Oct. 20 /PRNewswire-FirstCall/ — Apple® today introduced the new wireless Magic Mouse, the first mouse to use Apple's revolutionary Multi-Touch™ technology. Pioneered on iPhone®, iPod touch® and Mac® notebook trackpads, Multi-Touch allows customers to navigate using intuitive finger gestures. Instead of mechanical buttons, scroll wheels or scroll balls, the entire top of the Magic Mouse is a seamless Multi-Touch surface. Magic Mouse comes standard with the new iMac® and will be available as a Mac accessory at just $69.

"Apple is the Multi-Touch leader, pioneering the use of this innovative technology in iPhone, iPod touch and Mac notebook trackpads," said Philip Schiller, Apple's senior vice president of Worldwide Product Marketing. "Apple's Multi-Touch technology allows us to offer an easy to use mouse in a simple and elegant design."

Magic Mouse features a seamless touch-sensitive enclosure that allows it to be a single or multi-button mouse with advanced gesture support. Using intuitive gestures, users can easily scroll through long documents, pan across large images or swipe to move forward or backward through a collection of web pages or photos. Magic Mouse works for left or right handed users and multi-button or gesture commands can be easily configured from within System Preferences.

The Magic Mouse laser tracking engine provides a smooth, consistent experience across more surfaces than a traditional optical tracking system. Magic Mouse uses Bluetooth wireless capabilities to create a clean, cable-free desk top and its secure wireless connection works from up to 10 meters away. To extend battery performance, Magic Mouse includes an advanced power management system that works with Mac OS® X to automatically switch to low power modes during periods of inactivity. The wireless Magic Mouse is powered by two AA batteries which are included.

Pricing & Availability
Magic Mouse comes standard with the new iMac and is available at the end of October through the Apple Store® (www.apple.com), at Apple's retail stores and Apple Authorized Resellers for a suggested retail price of $69 (US). Magic Mouse requires Mac OS X Leopard® version 10.5.8 or later.

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<![CDATA[20 Years of Photoshop's Interface Evolution Doesn't Show Much Evolution]]> Once upon a time there was a program called Photoshop, created by the Knoll Brothers. Twenty years and eleven versions later, it basically remains unchanged. Except for the damn bloody tabs.

It's not only the tool palette. It's the entire user interface, which has remain basically the same since the 90s, after its creation in 1988. But then again, why fix what is not broken? Maybe someone can come up with a better interface metaphor for manipulating images. Some people say that the Photoshop interface and workflow works because people are used to it. Maybe they are right and someone needs to break the mold, but everyone who has tried has failed miserably so far. And two decades is enough to come up with a worthy competitor—and please, don't even mention Gimp.

Check our Photoshop CS4 review here. [Woohome]

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<![CDATA[Synaptics Adds New Multitouch Gestures To Trackpads]]>
Synaptics, best known for developing the Zune Pad and Android G1 screen, have unveiled two new multitouch gestures for their PC touchpads: two-finger flick and ChiralRotate. Two-finger flick is fairly self explanatory — you swipe your finger from side to side on the trackpad and it will move through a series of files, such as photos, and initiate different app-specific "modes" with a flick up or down. ChiralRotate lets you move your finger in a circular motion on the trackpad, and it will move through a series of images in full screen or slideshow mode.

ChiralRotate is similar to the previously released ChiralMotion, but where ChiralMotion just controlled scroll functions inside a window, applications can take advantage of ChiralRotate in more specific ways, like a full screen photo viewer app where the ability to scroll is not present. These gestures must be supported by applications specifically (and not just Windows in general), but there are currently 100 applications that will work with the older gestures and Synaptics expects many more apps will work with the new ones in the near future.

Tons of computers now feature compatible Synaptics trackpads, including the Voodoo Envy 133. These gestures are available now and can be enabled with a quick update to the OEM-included software. [Synaptics]

Synaptics Adds Two Innovative Advanced Gestures to its Growing Library of TouchPad™ Gesture Recognition
Synaptics TouchPads Enabled With ChiralRotate™ and Two-Finger Flick Make Notebooks and Peripheral Keyboards More Intuitive and Easier to Use

TOKYO, Japan –Sept. 30, 2008 – Synaptics Inc. (NASDAQ: SYNA), a leading developer of human interface solutions for mobile computing, communications and entertainment devices, today announced the availability of two new advanced gestures— ChiralRotate and Two-Finger Flick. These gestures join the company’s expanding portfolio of gesture recognition capabilities for Synaptics TouchPads used in popular notebooks and peripheral keyboards.

• ChiralRotate lets users move one finger in a circular motion to rotate images and graphics within applications, quickly and easily.

• Two-Finger Flick enables users, depending on the application, to either use two fingers to flick horizontally to navigate back-and-forth through images, documents and objects, or to flick vertically to minimize and maximize an application.

Consistent with previous Synaptics gestures (ChiralMotion™, Pinch and Momentum) announced earlier this year, ChiralRotate and Two-Finger Flick are compatible with hundreds of Microsoft Windows applications and offer tremendous value and productivity to any notebook or peripheral keyboard that integrates Synaptics’ industry-leading TouchPad™ touch-sensitive interfaces. The ChiralMotion gesture has gone through multiple usability tests, which have consistently demonstrated that continuous circular movement of the finger on the TouchPad is the most desirable, natural gesture for users to perform.

“The addition of ChiralRotate and Two-Finger Flick are the most recent examples of Synaptics’ ongoing commitment to driving innovation and improved usability to all types of PC applications,” said Mark Vena, vice president of Synaptics’ PC Business Unit. “Consumer and business users alike are always looking for ways to do things faster and more intuitively on their notebook systems and PC peripherals, and these new Synaptics gestures are aimed at delivering just that.”

Working with photos and graphics becomes much more efficient when using a TouchPad enhanced with ChiralRotate or Two-Finger Flick. Users can review images quickly with Two-Finger Flick and rotate them within popular Windows applications with ChiralRotate, all without taking their fingers off the TouchPad. These gestures join other gesture options, such as Synaptics ChiralMotion™ technology - an advanced gesture that provides an innovative alternative to conventional scrolling. As an added convenience, all Synaptics TouchPad settings, including gesture functionality, can be turned on or off with the highly intuitive Synaptics Control Panel that is incorporated into most OEM notebook systems.

Availability: These new enhanced gesture options are available now on Synaptics TouchPads for PC notebook and keyboard devices. For more information on Synaptics’ ChiralRotate and Two-Finger Flick, visit www.synaptics.com/technology/chiral.cfm.

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<![CDATA[Apple Multi-Touch Data Fusion Adds Camera, Voice, Force Sensors]]> Apple has been working in new multi-touch technology that combines touch interfaces with input from the camera and the microphone. For example: this will allow you to select text in the iPhone, say "copy," go to another application and say "paste" to make this task really easy. The most intriguing part, however, is the use of a camera in laptops and desktops.

This will require two cameras, one for video chat and the other for the "hand reading," but it opens a lot of possibilities. To start with, the entire keyboard can become a gesture control pad without even having to touch the surface. In addition to that, it can be combined with actual touch technology to identify single fingers on the surface, with the possibility of assigning specific functions to them.

The system even contemplates combining all this with accelerometers and force sensors, so the touch action can generate secondary data. One example of this may be applying a deformation effect to an image or a sound effect to a music track, giving it more or less strength depending on the force you use in your action. [USPTO via Unwired View]

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<![CDATA[Intel Stumps Up With USB 3.0 Specs, Makes Them Royalty-Free]]> As we reported they would last year, Intel has published a draft specification for the next-gen connection system, USB 3.0. The v0.9 eXtensible Host Controller Interface specs are designed to allow hardware developers to steal a march on developing next-gen interfacing gizmos ahead of the final certification of the standard by the USB Promoters Group. The v0.9 specs are also royalty free, since Intel hopes this will speed-up uptake of the new system. Looks like super-speed USB is well on its way. [Reghardware]

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<![CDATA[Amazing Wii-Like 3-D Controller Interface Built With Foil, Wiring, Resistors and Arduino]]>
What you're looking at here is an actual Wii-like 3-D controller interface that can track objects like your hand in real time. It may look a little shoddy, but what's amazing is that this very functional 3-D interface was built by a hobbyist with parts most DIYers can find in their couch cushions—six resistors, aluminum foil, wire, a cardboard box, and an Arduino microprocessor to crunch the numbers. That's it. It couldn't be more simple. But how'd he pull it off?

The rig uses simple RC circuits to sense the distance of an object in relation to a set of capacitive plates (here, the aluminum foil with current running through it). The circuits feed their data to the Arduino, which processes them with builder kylemcdonald's custom Processing code (an open-source graphical programming language), and spits out raw 3-D coordinates that update 10 times per second for each sensor. Just a hint of the amazing things accomplished tinkerers can pull off with hackable microprocessors like the Arduino. [Instructables via Hack-a-Day]

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<![CDATA[Keynetik: a Motion Interface for One-Handed Play on Your Portable]]>
As an alternative to touchscreen control, Keynetik has designed a prototype motion-interface for portable devices that requires just a single hand to operate. Using multiple accelerometers, it can cleverly distinguish the user's gestures from mere accidental "interference" motions, and even works whether you're left- or right-handed. With control buttons resting under your fingertips on its curved chassis, its operation really is one-handed, so you're free to do whatever you like with the other one. If you own a Nokia N95 and fancy some mono-mano action, you can try out the "RockNScroll" test version they've built. [Technabob]

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<![CDATA[Elliptic Touchless UI Puts the Input Interface in Thin Air]]> Touchscreen interfaces are great, but all that touching, like foreplay, can be a little bit of a drag. Enter the wonder kids from Elliptic Labs, who are hard at work on implementing a touchless interface. The input method is, well, in thin air. The technology detects motion in 3D and requires no special worn-sensors for operation. By simply pointing at the screen, users can manipulate the object being displayed in all three dimensions. Details are light on how this actually functions, but what we do know is this:

Sensors are mounted around the screen that is being used, by interacting in the line-of-sight of these sensors the motion is detected and interpreted into on-screen movements. What is to stop unintentional gestures being used as input is not entirely clear, but it looks promising nonetheless. The best part? Elliptic Labs says their technology will be easily small enough to be implemented into cellphones and the like. iPod touchless, anyone? Check out the video to see it in action. [Elliptic Labs via Technabob]


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<![CDATA[ZenZui: Microsoft's New Web Navigation Interface For Phones]]> Probably thought out by some interior designer with one too many sake shots inside him, ZenZui is both the name of a new Microsoft-backed startup and a new interface for phones designed to "transform how people engage, consume and interact with Web content through a revolutionary mobile user experience and information ecosystem."

Or in other words: "OMFG! We must do something about that iPhone-thang! Pronto!"

ZenZui's Zooming User Interface organizes Web and user content in 36 tiles arranged in a virtual desktop grid. The desktop can be panned and zoomed in or out using the cellphone's touchscreen or numeric keypad. Then, when you activate one of the tiles, it will show you a small interface, which appears to follow the same directional pad control for user interaction. The interface looks rather sleek and zoomtastic, I have to say, but you'll be the judge after you see the video demonstration, right after the jump.

The idea was originally patented at Microsoft Research labs, although to me it looks inspired by Don Hopkins' pie menus and the Nintendo Wii Channels. The system will require the participation of carriers and content providers, but beyond Kayak.com, OTOlabs, Avenue A | Razorfish, and Traffic.com, there's not much more detail.

The press release babbles on about social connections and digital content sharing, but I don't know if this is just marketing drone speech or if ZenZui will offer the users the possibility to share their bookmarks and content using a centralized server or some kind of peer-to-peer messaging. You can clearly see a "Rate tile" button on the screenshots in the gallery, so there may really be some kind of social bookmarking/recommendation system in place.

We will know more from CTIA, when Brian and Jason get their sticky paws all over it.

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<![CDATA[Extensive PS3 Interface Walkthrough]]> Curious as to what the PS3's hard-to-read user interface looks like? You've come to the right place. Watch the video to see all the submenus (excluding media, that's coming later).

The new system update 1.10 lets us sign online to the PlayStation Network, but unfortunately the entirety of country selection consists of Japan. We'll try again in a few days.

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<![CDATA[PlayStation 3 Media Interface HD Video]]> We talked about how the getting the PS3 to play back media was a bit complicated last night, but here's a video of the photo browsing and viewing area of the PS3 interface. This is in the traditional slideshow view, and not in the photo album view (we'll post that later), but it shows that you can flip through and rotate pictures, which are really gorgeous if you're viewing them on 1080p.

To view the high def video, you'll probably have to install the DivX web playback software. We'll be posting some more high quality videos, so you should can go and get it now and be set for later.

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<![CDATA[The Keywheel Concept]]> So Microth seems to think that their new technology they've dreamt up is somehow so unique and awesome that they had to publish it on their site IMMEDIATELY. It's called The Keywheel and it's an input device concept in which you'd use Apple's a click wheel to input letters and numbers to a device. Basically it's like an old rotary phone, you move the wheel to a precise location to get that letter or number. Simple enough, right? If you ask me, I'd say it's a good idea for the cellphone market and nothing else. I just can't see how it'd work better than hitting a button a certain number of times though.

Keywheel page [Microth site]
New Input Concept [I4U]

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<![CDATA[Play-Doh Video Interface]]> One time in college someone gave me something to try and I ended up sitting around for about 10 hours thinking about how we depend too much on friction, man. If cars didn't have to use friction, they could go so much faster!

This idea is kind of like that idea, but much cooler. Brendan Dawes wanted to experiment a little with interfaces and came up with silly, innocuous Play-Doh. Add some Play-Doh and the movie speeds up. Take some away and it slows down. You're not going to be pulling off any real time editing with this sort of visual/non-toxic clay interface, but the concept of the "warm and fuzzy" PC connection is excellent.

Play-Doh as interface [BrendanDawes via BoingBoing]

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