Showing all posts tagged interface:

How to Learn to Use Something

Smartphones and laptops seem so ubiquitous to us all. But in reality, the ubiquitousness we experience every day is based on a series of learned behaviors. Someone once said that, "The only intuitive interface is the nipple. Everything else is learned."

For example, using something as simple as magazine seems like a piece of cake, but in reality a series of interaction involved in using such object is quite complex — as depicted in the parody of iPad reader/ebook apps below created by Khoi Vinh.

Khoi Vinh and Andrew Losowsky poking fun at the failures of magazines on iPad

Often times, conjecturing up an image of known disposition to communicate how a system works is very effective. When Apple released Apple Macintosh 128k, an one of a kind personal computer ever released, Apple introduced a handful of mental models to help understand basic principles such as file system and page scrolling that were not clearly understood at the time.

Apple Macintosh manual - explaining how mouse works

Apple Macintosh manual - explaining how scrolling a page works

Apple Macintosh manual - explaining how file system works

Play Macintosh 128K Guided Tour Tape (1984)

Straw Interface for Virtualizing Drinking Experience

Straw-like User Interface developed by Inami Laboratory at Keio University "allows users to virtually experience the sensations of drinking. Such sensations are created by referencing sample data of actual pressures, vibrations, and sounds produced by drinking from an ordinary straw attached to the system."

"The system transmits pressure changes to the straw, which applies vibrations to the mouth. The pressure changes are created by a valve in the interface. If the valve is closed, the pressure increases. If the valve is open, the pressure decreases. Also, when the speaker inside the interface vibrates, the straw attached to it receives the vibration and transmist it to the lips."

I can see this being used in game experiences where the user interacts with while waiting at a bar or restaurant for example. Or help the elderly and physically challenged to experience and sense perception that they are unable to do. Or possibly a gamified water bottle that you can play with and helps you hydrated at the same time.