"Smart phones have become a remote control for our lives and we’re too tethered to these devices. But is this how we want to interact w/ the world, staring at a small screen as we walk around like zombies? It’s time for designers to consider new ways to interact w/ the Internet of everything surrounding us. IoT has arrived with a growing focus on machine-to-machine communication, but human-to-machine communication is equally important in this new frontier of UI design. Think Human UI, where our movements, voice, thoughts, etc. cause systems to respond to us through our environment. Smart devices can play a role, but invisible & screen-less interfaces are critical for creating the best experiences."
https://vimeo.com/134469464
2. HELLO
Greg Carley
Head of Product Strategy
Chaotic Moon
chaoticmoon.com
Creative Technology Studio
Located in Austin, TX
Everything else:
https://about.me/gregcarley
5. Interactions with machines will evolve to be less screen
dependent and more appealing to all of the human senses
EXPLICIT
• Lots of manual action required
• Singular purpose apps
• Limited data
• Only appeals to a few senses
• Screen Based
6. Digitalization of Everything — People, Places and Things (IoT)
When done right, experiences will feel magical
• Automatic
• Default everything
• Based on privacy
• Interoperability
• Appeals to many senses
• Screens only used when necessary
IMPLICIT
7. FIVE
TECHNOLOGY
DRIVERS
1. Data and Analytics
2. Cloud Connectivity
3. Connected Sensors
4. Mobile Technology
5. User Interfaces
9. Just as we have moved away from point-and-click devices
toward touch screens, next we will see our bodies being
increasingly used as both a controller and an interface.
DESIGNING FOR HUMAN
BANDWIDTH
10. DESIGNERS WILL NEED TO ASK THEMSELVES,
WHAT IS THE QUICKEST, MOST
RELIABLE WAY TO GET INFORMATION
INTO AND OUT OF THE HUMAN BODY?
—
TO DESIGN FOR A HUMAN INTERFACE, SUCH AS THE
BODY, DESIGNERS WILL NEED TO MEASURE
BANDWIDTH AGAINST USABILITY.
11. Responding to natural human behavior will become a more
important element of design as we move into a mixed
environment of screens and smart objects without screens.
CONVERSATIONS
WITH DATA
12. HUMAN UI
—
THE COMBINATION OF BODY
LANGUAGE + HUMAN SENSES
TO NATURALLY COMMUNICATE
WITH MACHINES AROUND US
13. —
BODY LANGUAGE REMAINS A VITAL
WAY IN WHICH WE TRANSMIT
MEANING AND EMPHASIS.
THE RISE OF PCS, LAPTOPS AND MOBILE
PHONES HAS CREATED A REVOLUTION IN
REMOTE COMMUNICATIONS—A WORLD WHERE
BODY LANGUAGE SEAMS LESS IMPORTANT.
14. Although there are cultural variations, all over the world
we ‘read’ other people through their body language, be it
consciously or subconsciously.
BODY LANGUAGE
CONSIDERATIONS
15. Body language will manifest itself in a number of ways:
1) Gestures 2) Intent 3) Face Speed
GAMING HAS ALREADY BEEN DOING IT
16. Speaking with our bodies can eliminate friction points from
daily life. When implemented in a way that is useful to people,
gestures will become something we barely think about.
SKELETAL GESTURES
17. Designers will have the opportunity to create standards for
gestures, but will need to be sensitive to specific cultural
meanings and ‘gesture conflict.’
HAND
GESTURES
18. We use a wide array of subtle gestures and signals in our daily
interactions with each other to signify intent. The UI of intent
is very important when navigating around the physical world.
INTENT
19. AUTOMATED
AND ROBOTIC
OBJECTS’
WILL NEED TO
EXPRESS
CLEAR INTENT
Self-driving cars, for instance, need to express to
pedestrians waiting to cross the road whether or not it is
safe for them to go.
20. As we begin to interact with objects embedded in our
environment, and as that process becomes more human, we
will become less tolerant of delays.
FACE SPEED
21. HUMANIZED OBJECTS WILL
BE EXPECTED TO RESPOND
QUICKLY
As we begin to interact with objects embedded in the
environment around us, and as that process becomes more
human, we’re going to become less tolerant of delays.
22. HUMAN SENSES
SIGHT
SOUND
TOUCH
SMELL
TASTE
Exteroceptive
Senses that perceive
the body's own position,
motion, and state
• Temperature
• Direction
• Balance
• Pain
• Kinesthetic
Interoception
Internal senses that are
normally stimulated
from within the body
• Tension
• Pressure
• Stretch
• Itch
• Chemoreceptors
• Thirst
• Hunger
Perception – Not based on a specific sensory organ: i.e. Time
+ Body Language Considerations: Gesture, Intent and Face Speed
23. SIGHT
Ophthalmoception – This technically is two senses given the two
distinct types of receptors present, one for color (cones) and one for
brightness (rods).
EYES
Inputs
• Cameras
• Contacts
• Eye Implant
24. SIGHT
Ophthalmoception – This technically is two senses given the two
distinct types of receptors present, one for color (cones) and one for
brightness (rods).
EYES
Outputs
• Screens
(TVs, Tablets, Phones)
• Glass
(Windows, Mirrors, Visors)
• Eye Wear
(Glasses, Goggles)
• Projectors
25. SIGHT
Ophthalmoception – This technically is two senses given the two
distinct types of receptors present, one for color (cones) and one for
brightness (rods).
EYES
Application
• GUI and NUI
• AR/VR/MR
• Facial Recognition
• Mood
• Emotional Resonance
• Image/video/object
recognition
• Gesture Control
• Heat Mapping
• Night Vision
• Eye Tracking
26. SOUND
Audioception – Detecting vibrations along some medium, such as air or
water that is in contact with your ear drums
MOUTH
Inputs
• Microphone
• Sonar
27. SOUND
Audioception – Detecting vibrations along some medium, such as air or
water that is in contact with your ear drums
EAR
Outputs
• Speaker
• Headphones
• Hearing Aid
28. SOUND
Audioception – Detecting vibrations along some medium, such as air or
water that is in contact with your ear drums
EARS &
MOUTH
Application
• Voice Simulation
• Text to Speech
• Translation
• Recording
• Noise Cancellation
• Volume
29. TOUCH
Tactioception – Refers to the body's ability to feel physical sensations.
This sense uses several modalities distinct from touch like pressure,
temperature, pain, and even itch senses.
SKIN
Inputs
• Tactile Perception
• Texture
• Pressure
• Temperature
• Motion/Movement
30. TOUCH
Tactioception – Refers to the body's ability to feel physical sensations.
This sense uses several modalities distinct from touch like pressure,
temperature, pain, and even itch senses.
SKIN
Outputs
• Haptic Feedback
• Vibrations
31. TOUCH
Tactioception – Refers to the body's ability to feel physical sensations.
This sense uses several modalities distinct from touch like pressure,
temperature, pain, and even itch senses.
SKIN
Application
• Clothing
• Wearables
• Tattoos
• Implants
• Navigation
Tech Tats Sentari
32. SMELL
Ophthalmoception – This technically is two senses given the two
distinct types of receptors present, one for color (cones) and one for
brightness (rods).
NOSE
Inputs
• Sensors
• Digital Device
33. SMELL
Ophthalmoception – This technically is two senses given the two
distinct types of receptors present, one for color (cones) and one for
brightness (rods).
NOSE
Outputs
• Digital Scent
• Breath Analysis
• Freshness Analysis
• Health Detection
• Odor Diffusion
34. SMELL
Olfacoception – Yet another of the senses that work off of a chemical
reaction. This sense combines with taste to produce flavors.
NOSE
Application
• Clothing
• Respirator
• Breathable Wear
• Nose Ring
• Nose Plug
• Connected Home
35. TASTE
Gustaoception – This is sometimes argued to be five senses by itself
due to the differing types of taste receptors (sweet, salty, sour, bitter,
and umami), but generally is just referred to as one sense.
MOUTH
Inputs
• Sensors
• Tooth Implant
• e-cigarette
• Ingestable
• Eating Utensils
36. TASTE
Gustaoception – This is sometimes argued to be five senses by itself
due to the differing types of taste receptors (sweet, salty, sour, bitter,
and umami), but generally is just referred to as one sense.
MOUTH
Outputs
• Taste Sensing
• Taste Simulator
• Teach Cooking
37. TASTE
Gustaoception – This is sometimes argued to be five senses by itself
due to the differing types of taste receptors (sweet, salty, sour, bitter,
and umami), but generally is just referred to as one sense.
MOUTH
Application
• Taste Profile
• Meal Creation
• Diet Recommendation
• Medical
38. MEASURING
THE MOOD OF
AN EVENT
We collected data from each individual
portrait, live tweets from the event, and facial
detection camera data, and analyzed this with
Watson User Modeling. We represented this
analysis through an evolving animated visual
that details the Big 5 personality traits.
39. STATE FARM
POCKET AGENT
• We gave Watson eyes: Using facial detection, we
tracked various actions from visitors near the tasting
booth, like smiling and attention.
• Individual Conversations: We built a custom iPad app
that allowed Watson to get to know visitors through a
short, engaging conversation, using speech-to-text
technology.
• Concept expansion: We analyzed the Twitter feeds
from event visitors to generate a list of topics, along
with each individual’s interest level of each topic.
WHAT WE
DELIVERED
G
E
W
a
l
!
B
h
t
u
t
p
!
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sociis natoque penatibus et magnis dis parturient
montes, nascetur ridiculus mus.
COLLECTIVE
PORTRAIT
42. EMAIL AUSTIN OFFICE
319 Congress, Suite 200
Austin, TX 78701
PHONE
CHAOTICMOON.COM
GET IN TOUCH
greg@chaoticmoon.com
512.420.8800