Archive for January, 2010

iPad rings in the Interactive User Experience

Thursday, January 28th, 2010 at 3:46 am   - Posted by Shivesh Vishwanathan

The Apple iPad is bringing in a new kind of user experience to our lives in front of computers. Just like computers reinvented themselves from a command-line-based console interface to a window-based graphical user interface (GUI) three decades ago, they will now have to reinvent themselves from graphical user interface to what I call, the Interactive User Experience (IUX) or First-person User Experience.

My earlier post introduced the concept as a user experience that puts the user firmly in control of the context of interaction in addition to the object of interaction. It is rooted in three principles that are coming of age in 2010:

  1. Touch, which throws keyboard and mouse out of the window (pun intended!)
  2. Orientation, which makes the “being” of the device itself a medium of input and
  3. Location, which introduces a new dimension to interaction.

The IUX will come in the form of wearable devices (or close-to-wearable devices like the iPad/iPhone) that will provide the user with a very immersive experience. The video below from TED might be a bit old now, but it is worth revisiting as a good demonstration of what it will all eventually look like.

You could visualize this as progressively reducing distance between computers and humans, and the coming decade will bring the computer even closer to us. For now, let’s see what the app developers have in store for this new device.

Update: Our new white paper Interactive User Experience: Going Beyond Interfaces, describes how IUX is different from UI, and illustrates it with some examples.

The sixth-sense video from TED.

 

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A very simple lesson in user experience

Sunday, January 24th, 2010 at 10:28 pm   - Posted by Shivesh Vishwanathan

First-Person Tetris is a truly unique take on the old game of Tetris, and exemplifies out-of-the-box thinking in interactivity design (quite literally).

User Interactivity from First-Person Tetris

What makes First-Person Tetris really interesting is that it turns the concept of the game on its head. In Tetris, you interact with the objects through your keyboard to place them properly in the box. First-Person Tetris makes you, the user, manipulate the context, which is the box, to ensure that objects fall into place properly.

When I came across this, I shared it with a few friends. One of them replied with a simple, “Love the idea!”. Most people I have shown this to have had similar reactions. For some inexplicable reason, the idea of rotating and moving the graphic computer shown in the game appeals to us, and so I think there is a very fundamental lesson here for all of us. And here is the lesson: Tetris is a game of user interface, where you manipulate objects that you see on the screen. FPT is a game of user interactivity. It goes beyond the mere user interface and puts you firmly inside the context. It’s the difference between driving a car and racing it on a PlayStation.

Touch-screen interface, accelerometer and GPS are examples of interactivities that create a first person user experience. Touch-screen breaks down the barrier between the user and the object and provides an experience in user immersion. Accelerometer helps with experience in object’s orientation, and GPS does so with the location of the object (where am I?).

Similar out-of-the-box thinking in building games and application clients for new, portable devices like iPhone, Droid, Kindle, iPad / iSlate has the potential to turn user interface on its head and create a new world of user interactivity. As you think of building apps for these devices, think of leveraging touch-screen, accelerometer and GPS to create a first person user experience.

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Open Handset Alliance for Android: A blessing or achille’s heel?

Thursday, January 14th, 2010 at 11:02 pm   - Posted by Prachi Kulkarni



It is not easy to take Apple head on when it innovates. And if it was Microsoft in the early days, it is Google today. Both have gone in a direction of making open systems against Apple’s proprietary approach.

Google made Android open source (free using Apache license), and went on to launch Android through Open Handset Alliance (OHA), a collaboration of around 50 companies including handset manufacturers. The OS is up for everyone’s taking, and is also generic enough to everyone’s liking. In true Web 2.0 style, Google has also been encouraging application development through awards and development programs. The result: Around 20,000 applications in the Android Market as of this writing, and growing exponentially.

Google has dented Apple’s fortress to some extent, but going forward, following are some key considerations that will make or break this onslaught:

  • The OS can be very generic, and unless the OHA members agree to iron out all their differences, everyone will have to spend time and resources modifying the generic version to suit them.
  • The Android market, though picking up, is no match for the AppStore yet. Apps are critical on mobile platforms and Google will have to solicit continued focus of developers through its developer program.
  • iPhone is a key product for Apple and it is trying hard to get it absolutely right. Android, on the other hand, would be pushed and pulled by an alliance. It risks being everybody’s piece of pie and nobody’s baby.
  • On the hardware side, Motorola Droid and Google Nexus One are worthwhile competitors, but there needs to be a proliferation of such capable devices to seriously dent Apple’s long strides. Remember, Apple has a head start, and mobile devices are far from being commodities. Users have strong preferences and the ODMs have to get it very right with their devices.

With rising popularity and advantages like background processing, Android is a very worthwhile competition to Apple’s iPhone eco-system. Can it give Apple a run for its money in the long run?

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