UserGlue - User Experiences That Stick  
blog

Interaction10 – Rob Nero – TRKBRD: From Idea to Conception with Physical Prototype

Written by Russ on February 8, 2010 – 10:17 pm

Rob Nero’s presentation at the Pharmacy during Interaction10 was so packed that Todd Zaki Warfel, Brad Nunnally and I all ended up sitting on the floor in the very front of the room.

We may have had the best darn seats in the house. This presentation blew our minds. TRKBRD is far from a perfect nor finished device, but it’s a clever prototype that was fun to learn about.

Hands-down, more of our conferences need more talks like this. We learned of failures and successes and hacks and end-runs, and there was energy just in watching the story. This was definitely one of the highlights of an outstanding conference.

TRKBRD: From Idea to Conception to Physical Prototype Description:

Physical prototyping allows you to see and touch your design. You don’t have to pretend to use your design in order to test it, you can touch your design and feel the interactions firsthand.

My final project, in my first year of grad school, started as a theoretical idea for a brand new way to interface with a portable computer. The interface had never been done before, so there wasn’t hardware available for me to realize my idea or even test it with people. The only way to realize my idea physically was to use the Arduino electronics prototyping platform and create the interface device myself. With a lot of research, testing, and talking with other Arduino users, I brought my idea to fruition, the TRKBRD (trackboard) was born!

Read more of the TRKBRD Description >

Rob Nero’s Bio:

Rob is currently working on his Master’s thesis at the Interaction Design Masters program at Malmö University, in Malmö, Sweden. Before deciding to move to Sweden, he designed enterprise web applications for large and Fortune 500 companies for 10 years. Rob’s design projects while attending the Masters program include a music remix web site that was used in a national campaign for refugees, a Bluetooth-enabled music distribution box for an inner-city hip-hop club, and multiple physical prototyping projects with the Arduino platform.

After graduation in 2010, Rob is seeking employment opportunities in the physical and tangible interface areas. He hopes to continue his work in rapid physical prototyping, electronics, and people interaction in every adventure and future employment.

My Notes on the Session:

  • Rob is a student at Malmo, Sweden and the last bit of his work for his degree was “Anything”. Yep, anything he wanted, but he had to create something.
  • He was at a coffee shop doing work; his laptop barely fit on the table, as usual, and couldn’t use his mouse–hates the trackpad.
  • He found a spatial problem to solve with his laptop and the space to work in–and trackpads keep getting smaller, and they’re a pain in the ass to use.
  • The only way to make a smaller netbook is to sacrifice the trackpad space.
  • Had the idea and the tools, wanted to make this new thing.
  • Thought of: TrackBoard (keyboard and trackpad?)
  • Combining keyboard and trackpad so as to create more available space.
  • Recognized “zones” on the keyboard based upon where your hands sit on a keyboard for typing.
  • Checked out the Arduino board (Arduino Duemilanove) – www.arduino.cc
  • Rec: Getting Started with Arduino by Massimo Banzi
  • Sparkfun.com is a good electronics site to check out.
  • Built it
  • Put 3 sensors around the board – Left, Top, Bottom
  • Put 2 lasers–bottom-left, bottom-right
  • Used Infrared lasers to avoid issues with light in the area
  • He was able to get the x & y coords through this simple set up.
  • Problem with Infrared: you can’t see it!
  • But, you can hack a webcam and you can then see infrared – you can remove the lens or you can add over some exposed photo film (seems almost like an antique to find!)
  • The Arduino programming language is pretty simple, some basic background in coding may help you.
  • The memory on the Arduino is really small
  • Arduino forums really helped to optimize the code and queries to make it much smaller in memory size.
  • The end solution was 110 light sensors. The laser in the corner was to create the plane of light.
  • Problem: He showed a professor, professor posted to Arduino blog, MakeZine.com picked it up….
  • Then Engadget picked it up! Rob nearly died.
  • Big exposure: 11,000+ video views (10-50 a day), 90,000+ links
  • Now a Russian wants to rebuild as the equivalent of what Smart Boards/Walls are in the US (at my kid’s school)
  • Final Prototype
  • Tested & Iterated
  • Did “Man on the Street” Guerrilla User Testing
  • Gave lots of demos, too
  • Had focused feedback from the demos that he gave; felt people gave him real loves & hates
  • trkbrd.it is the website, @TRKBRD is the twitters.
  • He’s only doing this for his Masters; it’s not anything beyond that (at this point).
  • He does some “faking it” in Flash since he doesn’t know Windows or Macintosh coding.
  • Can double tap to open
  • Single tap [X] to close it
  • Independent control of both interfaces
  • Can select/highlight text
  • Can type without moving the cursor – but on the entire trackboard, not a real keyboard
  • Also: This was awesome.

Posted in Conferences, IxD10, User Experience Design | No Comments »

Interaction10 – Kevin Cheng – Augmented Reality: Is it Real? Should We Care?

Written by Russ on February 8, 2010 – 7:16 pm

Kevin Cheng was one of the first folks I met at the IA Summit in 2008 in Miami, and I’ve been a fan of him ever since. Besides being a bright chap and an all around good egg, he’s recently become a Product Manager at The Twitters (and they’re hiring, folks!), but you may also know him from such online comics as OK/Cancel. He’s also getting married on 10/10/10, but you’ll have to ask him some questions around that, yourself.

Augmented Reality: Is it Real? Should We Care? Description:

This year, we’ve seen the mobile market make incredible strides in technology. The iPhone, Android and Palm platforms have increased their functionality well beyond just being a phone and have added critical functions such as faster internet connectivity, video cameras, GPS and compasses. Handheld gaming devices have also converged, adding cameras and accelerometers to their devices.

The combination of all of these pieces have made Augmented Reality—overlaying information and technology virtually over what you see—become a true possibility. Suddenly, science fiction has become much less fictional.

This presentation will:
- share my personal experiences and insights from developing a game for this new medium
- cover some of the challenges and considerations when designing for such an experience
- the viability of this medium
- how we could apply aspects of augmented reality to projects
- include other examples of such projects on the market ranging from entertainment to practical applications

Kevin Cheng’s Bio:

Kevin Cheng splits his crayon time between many endeavors. He is a product manager at Twitter, the co-founder and artist for OK/ Cancel, a webcomic on user experience, and the author of the upcoming book, See What I Mean: How to Communicate Ideas with Comics. Most recently, he is also co-produced an iPhone augmented reality ghost hunting game. Kevin blogs at kevnull.com and has been known to Twitter as @k.

My Notes on the Session:

  • Kevin saw a video on AR and thought about how this would be a cool ghost-hunting game.
  • ARGH (Augmented Reality Ghost Hunter) is the app he built.
  • Tom Caudell coined the term AR when he was working at Boeing on a project. 18 years ago. That’s right–18.
  • Wikipedia def: Augmented reality (AR) is a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery – creating a mixed reality. The augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally usable. Artificial information about the environment and the objects in it can be stored and retrieved as an information layer on top of the real world view. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, an employee of Boeing at the time[1].
  • Our reality is already being augmented–look at the 1st Down line overlay in football games, HUDs in video games, etc.
  • AR is possible via LBS, Audio, etc.
  • AR is here to stay; it’s main stream now, but not meeting it’s potential just yet.
  • Why is NOW the right time?
  • Google trends show it skyrocketing in 2009.
  • Mobile seems to be a key reason for it to take off–especially cameras/video cameras.
  • Reasonable Internet Connectivity
  • GPS
  • Compass
  • Accelerometer – less, but you can do some cool things like running/motion, etc.
  • What’s it being used for now?
  • It’s being used in Art.
  • Toys – Lego has a cool app where you can hold up the box and see the 3D version of what your end result will be.
  • Topps baseball cards has some “attempts”
  • Zombie killer game by Skittles–skittles are bombs for killing zombies
  • USPS postal service demo – see if your item fits in the box.
  • There’s a “live tweeting” app–Kevin pointed his phone to the room to see who is tweeting and got heat points. Pretty cool.
  • Problems:
  • Lack of design patterns
  • And none of the existing ones are good
  • The usage of AR is pretty immature
  • Need to get some standards created for AR
  • What if you wrote a “BurglAR” app? If objects are tagged and shared in the cloud and I see that you just bought at Plasma TV, I could know which house to watch and steal from!
  • Clearly, no one is thinking about the deviant side of AR Design!
  • GPS is not that accurate again. It’s not going to show you in exacting measurements where “things” are.
  • Image recognition
  • Processing on mobile – it’s just not there yet.
  • RFID proliferation – not everyone (or enough people have all of the features to make this work well)
  • Technology is not there yet!
  • Looking Ahead for AR
  • Jupiter Research: “The market for mobile AR services is expected to reach $732 million by 2014″. Was less than $1 million.
  • Annual # of Mobile DLs featuring AR content is expected to rise to less than 1 million in 2009 to MORE THAN 400 MILLION by 2014.
  • Smartphones are becoming more common
  • Someone’s actually working on AR Contact Lenses!
  • BMW and AR for Training of mechanics/engineeers.
  • Google Goggles is an app that could have legs, too.
  • Kevin says, “What’s interesting is that we (UXers) appear to be not all that interested”
  • I don’t think we’re not interested, I just think the good ideas aren’t getting to US!
  • Our technology consumption isn’t as fast as Japan, for example.  When I (Russ) worked in mobile, the US was at 18 months for a phone lifecycle and EMEA was more like 6 months.

Posted in Conferences, IxD10, User Experience Design | No Comments »

Interaction10 – Jon Kolko – My Heart is in the Design

Written by Russ on February 8, 2010 – 6:56 pm

Unfortunately, I was a little late to arrive to Jon Kolko’s keynote, but I really enjoyed his presentation and wished his talk would have been longer. Without further pause, here’s some descriptions and some notes.

My Heart is in the Design Description:

Interaction design has nothing to do with technology and everything to do with shaping our engagement with society and with each other. As designers, we build the artifacts and frameworks that support this engagement, keeping us entertained, aroused, engaged and productive. We are cultural architects, and possess capabilities to enable massive change in an increasingly fragmented and tense world. We are, however, held back by three fundamental problems: a lack of quality, a lack of competent leadership, and a misappropriation of our skills.

This talk will examine the critical role we play in shaping culture, and will then describe the fundamental challenges that face interaction design as a discipline: the pursuit of quality, the need for intellect, and the void of leadership.

Jon Kolko’s Bio:

Jon Kolko is an Associate Creative Director at frog design. He has extensive experience in the professional world of interaction design, working around complicated technological constraints in order to best solve the problems of Fortune 500 clients. His work has extended into the domains of consumer electronics, mobility, supply chain management, demand planning, and customer-relationship management, and he has worked with clients such as AT&T, HP, Bristol-Myers Squibb, Ford, IBM, Palm and other leaders of the Global 2000. The underlying theme of these problems and projects was the creation of a solution that was useful, usable, and desirable. He is the author of the text Thoughts on Interaction Design published by Morgan Kaufmann, and he sits on the Board of Directors for the IxDA.

My Notes on the Session:

  • Design synthesis is the secret sauce for why design is powerful
  • Design synthesis is an abductive sense-making process of manipulating and framing…
  • If it is not ethical, it cannot be beautiful.
  • “In today’s world, it’s apparent that good design is a privilege instead of being a right. In order to get good design into the hands of people who need it most of you ask many questions; how much does it costs should not be done.”
  • Designing for real cultural change starts by understanding how people currently behave. -Mitch Murphy.
  • Your work will change culture. Do work that is worth doing.

Posted in Conferences, IxD10, User Experience | No Comments »

Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 United States License.

The postings on this site are my own thoughts and opinions and do not necessarily represent the positions, strategies or opinions of
anyone else who isn't, well, me. Thanks.