3D User Interface Design

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Visual Design for 3D User Interfaces
Daniel C. Robbins dcr@microsoft.com
The Ideal?
• Why is it so hard to use computers?
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Structure of This Talk
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Who am I?
Problems with current UIs
What to do about it?
Examples from our research
Lessons we learned
Metaphors
Future directions
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Who Am I?
• Fine-arts major
• Furniture, sculpture, jewelry, etc.
• UI Designer for 13 years
– 7 years at MS, 6 in MSR
– Combining academic and product focus
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Contact Info
• dcr@microsoft.com
• http://research.microsoft.com/~dcr
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What Is a User-interface?
• Means by which a person uses a
computer
• The sensory connection between a user
and the functionality of a computerbased application
– Human-computer interaction
– Human-computer-human interaction
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UI Puzzlers
• Has the Web killed innovative UI?
• Video: what is truth?
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Problems w/ Current UIs
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Too hard to use
Too many options
Unreliable
Inconsistent
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Specific Problems
• Multiple representations for an object
– Objects look completely different in
different places
• Low-level interaction
– Manipulation centric vs. task-centric
– Should be:
“Just do what I wanted you to do!”
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Specific Problems (2)
• Discretely shifting spatial configurations
– The rug is pulled out from under the user
• Multiple simultaneous views
– Divided attention
• Homogeneous representations
– Everything looks the same
• No context
– How do changes to one thing affect another?
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So What? Why Fix It?
• Increase customer base
– Different ages
– Different abilities
• New ways of using computers
– On-the-go
– One-function-at-a-time
– Step-up use
– Over the Net
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How to Fix It?
Mantra: Cause and Effect
Past
Future
What can the user do?
Present
Present
What is the user doing?
Future
Past
What has the user done?
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Specifics
• Take advantage of human perception
– 3D, animation, constancy, richer cues
• Take advantage of human experience
– Appropriate use of metaphors
• In-situ assisted learning / “hard-fun”
– Video games, apprenticeship, sports
– Not the office-assistant!
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What is a 3D UI?
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Examples From Our Research
Data Mountain, TaskGallery, PhotoMountain
The TaskGallery
“Let’s change everything”
Task Gallery: Functionality
• UI exploration for new desktop UI
1) Windows management
– Comparing multiple windows is hard
2) Task management
– Switching between user tasks is hard
– Use rooms concept, but use 3D to engage
spatial memory
• Push the technology
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The Task Gallery: Video
• Runs on commodity hardware
• Uses unmodified applications
• Runs on Windows 2000 with
“Application Redirection”
• Results
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Good UI Practices
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Show cause-and-effect
Combine related user actions, params.
Distinguish UI from data
Combine UI and data (Direct Manip.)
Use appropriate “channels”
Appropriate metaphor
Support current functionality
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Spatial Memory: the Bet!
• Evolution: perceptual abilities
– Remember (generally) where stuff is (?)
• Engage navigational memory
• Reinforce with landmarks: proximity
• Requires spatial
stability/constancy
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Spatial Cues #2
• Kevin Lynch: The Image of the City
– Urban Design
• Boundaries, neighborhoods, topography
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The DataMountain
Back to basics
The Data Mountain
• What is the role of landmarks?
• Is the arrangement of the data itself
enough of a cue?
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Cues: Neighborhood
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Boundaries
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The PhotoMountain
Adapting the DataMountain to Photographs
PhotoMountain Functionality
• Import / Add photos
• Categorize photos
– Auto, manual
• Find photos by
– Time
– People
– Place
• Create slide shows
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Design Refinements
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Lessons We Learned
How do we actually design this stuff?
Principles
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Get the “Big Picture”
Channels
Geometry
Metaphor
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Focus + Context
• Scarcest resource is human attention!
• Hierarchical regions for organization
• Broaden or narrow attention
– Vs switching attention
– Parallel attention
– 3D is a natural way to do this
“Get interactions cheaply”
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High-level Interaction
• Make one click do lots of stuff
• Free-form Navigation vs. High-level
– Doom vs. “chauffer”
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Channels
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Channels: Bag of Tricks
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Animation
Rendering style , Transparency
Abstraction
Audio
Harder in 3D
– Channels already taken (size, color, etc.)
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Methodology
How to free up design
Basic Geometries
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Carousel
P-Wall
Bowl
Landscape
3D Star (chandelier)
Layering
– Embedding multiple dimensions
• Endocentric vs. Exocentric
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Carousel
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Perspective Wall
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Bowl
• Natural fisheye
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Landscape
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3D Star
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Data Layering (1)
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Data Layering (2)
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Other?
Axis 1
# of tics
# of spines
axis of
bend
amount
of bend
Axis 2
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All at Once
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Using These Principles
The next version of the PhotoMountain
Axes / Dimensions
• Identify Axes / Dimensions
• Prioritize dimensions (rankings)
– Which is primary?
• Bounded vs. Unbounded
– If bounded, how big?
•Extra Credit ->
•Does there have to be a Primary Axis?
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Axes / Dimensions for the
PhotoMountain
Bounded
Time
People
Place
Composite:
No
(within
cluster)
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Yes
“Places I have
Lived”
Hierarchy Year, Month,
Depth
Day, etc…
Friends -> USA -> RI College ->
>
Close ->
Providence
Girlfriends -> George
St.
USA -> MI…,
RI…, ME…,
WA…
Hierarchy
Breadth
Friends,
Family, Coworkers,
etc…
George St.,
Brook St.,
Hope St., etc…
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Alaska,
Alabama,
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Draw Some Geometries
•Blimp
•Time
showsslice
•clusters
through
Map
•Dual selection
•Slice through
Perspective
•Tents
for
•Indexed
•floats Geography
and gives
Walls Slide-show
collections
Cylinder
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Cleanup an Image…
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Try a First Pass Mapping
Cluster based on?
Current Time
Width = # of items
Time
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Add Some Real Data
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Metaphors
Is there anything new?
Why Use a Metaphor
• Capitalize on previous knowledge
• Make a UI seem friendlier (more
approachable
• Provide a set of rules that explain and
predict the behavior of objects
– Under computer control
– Under user control
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Inspiration for Metaphors?
• Nature
• The machine
• The spiritual
• Is everything in our world designed?
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Example Metaphors
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Problems With Metaphors
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Mapping can be arbitrary
Scalability
False impressions
High expectations
Question:
– Can we use “real-world” objects as
landmarks in an abstract world?
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Future Directions
Other Geom #1
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Future Directions
3D UI and the connected world
Wall Displays
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Working Together
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Working from Home
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Dynamic Tracking
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Sharing and Revising
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Shared Environments
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The Way-out
Lets get wacky
Public Kiosks #1
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Public Kiosk #2
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Reading List
• Principles of Three-Dimensional Design,
Luecking
• Principles of Three-Dimensional Design,
Wong
• The Image of the City, Lynch
• Design and Form (Bauhaus), Itten
• Metaphors We Live By, Lakoff et al.
• Tufte, Shneiderman, Laurel, Wurman, etc…
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END
Window Comparison
• Rearrange
• “Peel-back”
• Transparency
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Flash
Mockup
Channels
Metaphor
User Studies
– Four iterative
usability tests
completed
– Numerous usability
problems identified
and fixed
– Very high
satisfaction ratings
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What Did Users Like?
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Transparency (to deal with occlusion)
Glancing (spatial awareness)
Context menus
Overview of tasks
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Problems
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Occlusion
Discoverability
Can it scale?
Target audience?
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Future Work
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Other metaphors
Other geometric arrangements
Peripheral notification
Semantic zooming for thumbnails
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Multiple Representations
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Low-level interaction
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Discrete Changes
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Multiple Views
5R x 3C
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Homogeneous Reps.
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Context and Relationships
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Animation
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No animation #1, #2?
“If it’s in the way, make it go away”
Shift load from cognitive to perceptual
Don’t force user to figure out what
changed
– Animation styles
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Discrete Switching
But with
animation!
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Discrete Broaden
But with
animation!
Animation
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Rendering Styles #1
• 2D Wireframe
for navigation
UI elements
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Rendering Styles #2
• Icons for Window
Manipulation
controls
• Different styles
Widgets
mockup
Select
X-ray
Vision
Send
Back
Add to
Selection
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Move
To
Space
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Close
Metaphor
Abstraction
• Icons vs. Thumbnails
• Depends on:
– Degree of attention
– Perceptibility
– Confusability
– Content (high freq. Vs. low freq.)
• Need semantic zooming!
• Tied to metaphor? 
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2D vs. 3D Channels: Size
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2D vs. 3D Channels: Color
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Criteria: Fixing the Problems
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Spatial memory
Context: human attention
Visual recognition
Stability
Scalability
Good UI practices
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Perception
vs.
Cognition
Channels
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Output Redirection
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Input Redirection
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The Guts
• Commodity hardware
• Unmodified applications
• Windows 2000 with “Application
Redirection”
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Audio Comparison
• No audio
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• With audio
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Scalability
Many tasks
A few tasks
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Spatial Cues: Landmarks
Shadows aid in
depth perception
Landmarks aid in
spatial memory
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Visual Recognition (1)
• Objects
represented
by
thumbnails
• User
selectable
wallpaper
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Visual Recognition (2)
• Live
applications
– (Dynamic
updating)
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Task Gallery: Evaluation
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Different interactions
User Studies
Problems
Future work
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Body Centric
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Left, Right Hands
Feet
Look Up
Glancing
– Lightweight, ephemeral interaction
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Metaphor
size
Sort on
by Name
Spatial Stability
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Metaphor
Transparency Video
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Metaphor
Animation Video
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Metaphor
New Task Video
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Drag Task Video (Direct
manip)
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Rename Task Video
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Switch Tasks Video
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Show All Tasks Video
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Transparency Video
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Wallpaper Video
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Freeform Nav Video
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Hands Video
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Glancing Video
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TG Full Video
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DM Short Video
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Broaden Video
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Narrow Video
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