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User Interfaces
Seminar on Post-Desktop
User Interfaces
Julian Krenge
Vina Wibowo
Advisor:
Max Möllers
Semester:
Winter Semester 2008
Submission date:
Jan 29th, 2009
iii
Contents
Abstract ix
Überblick xi
1 Introduction 1
2 Related Work 3
3.3 Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.1 Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
6 Evaluation 23
6.2 Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
7.1 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Bibliography 31
Index 35
v
List of Figures
4.1 SmartSkin . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
4.2 TWEND . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.3 E-Ink . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.5 Lumen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.7 Gummi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
List of Tables
Abstract
Nowadays, user interfaces are rigid and do not utilise human’s manipulation skill.
They force users to learn certain methods to interact with them. However, in order
to improve the richness of interfaces, they should conform to the way humans in-
teract with their environment. This leads to the concept of Organic User Interfaces
(UIs) in which interfaces are designed to imitate this interaction. This is achieved
by developing interfaces so that they comply with the following principles: in-
put equals output, form equals function and form follows flow. Currently, there is no
interface, which follows all three principles above. Nonetheless, there are several
technologies leading to the realisation of Organic UIs.
x Abstract
xi
Überblick
Heutige User Interfaces sind starr und schöpfen die Möglichkeiten menschlicher
Interaktion nicht aus. Stattdessen verlangen sie dem Benutzer ab, sich Metho-
den zur Kommunikation anzueignen. Um aber die Qualität des Interfaces zu
verbessern, sollten sie sich der menschlichen Art mit der Umwelt zu interagieren
unterwerfen. Dies führt zu dem Konzept der Organisches User Interfaces (Organis-
che UIs), die diese Interaktion imitieren. Erreicht wird dies durch die Entwicklung
von Interfaces, die folgenden Prinzipien entsprechen: Eingabe gleicht der Ausgabe,
Form gleicht der Funktion und Form folgt Funktion. Im Moment ist noch kein Interface
verfügbar, was allen drei Prinzipien genügt. Nichtsdestotrotz sind bereits einige
Technologien erhältlich, die die Realisierung von Organischen UIs ermöglichen.
1
Chapter 1
Introduction
Being organic is a trend that becomes more and more popular these
days. From organic food to organic clothing, from organic agriculture
to organic cleaner, everything is going green to save the earth environ-
ment and make humans healthier.
Inevitably, the term organic has also inspired the computing field. Nev-
ertheless, the purpose of organic differs from the purpose of organic
in general. In organic computing, the term organic means to imitate
the properties owned by organic beings such as adaptation. Apart
from organic computing, there has been a silent development of so-
called Organic User Interfaces (UIs). In which, interfaces are built to
resemble the shape of nature, which is flexible and deformable, and the
interaction between nature systems.
Chapter 2
Related Work
Research on Organic UIs is still in its infancy state. Currently, not many
or even hardly any real UI is introduced as Organic UI. Nevertheless,
several work related to Organic UIs have been done. One work in-
cludes organic computing, which has the same concept of imitating
organic properties found in nature system. Others include several UIs,
of which characteristics have similarity with of Organic UIs.
Organic Computing and Organic UIs share the same organic term. Al-
though both concepts are inspired by nature, they have different ap-
proaches in realising the nature or organic properties in a system.
Until today, a number of UIs have been introduced to the public. Al-
though there are no revolutionary changes since good HCI design is
evolutionary rather than revolutionary [Canny, 2006], each believes
that its interaction is more intuitive than any of its predecessors. Be-
low are some of UIs that can be seen as the building blocks of organic
UIs.
WIMP Graphical UIs, especially the WIMP Interfaces, are probably the most
Interfaces well-knowned interface ever. Since 1970s when WIMP Interfaces
were introduced, all applications running on PCs are built to support
them [Canny, 2006]. A WIMP Interface consists of windows, icons,
menus, and is equipped with a pointing device, in this case a mouse.
Many argue that this interface does not reflect daily objects interaction.
Rekimoto in his article [Rekimoto, 2008] mentioned that by using a
mouse users can only interact with ”one point” and either ”pressed”
or ”hover”. Meanwhile, in reality people touch objects on ”multiple
points” and even put a special ”pressure” to them, like handshaking
for example.
The popularity of Graphical UIs has made its way to smaller mobile
devices such as PDAs. However, PDAs’ small screen makes it difficult
Adaptive for the users to browse through menus. Adaptive Interfaces have been
Interfaces introduced to address this issue. The idea is that the system adapts
the interface according to the users’ needs, such as displaying only the
features used most at the front page rather than all features. Although
this proved to be viable in small displays, in large display these ”un-
predictable menus” may lead to users’ confusion [Findlater and Mc-
Grenere, 2008].
The ability to grasp and manipulate physical objects inspired the devel- Tangible
opment of Tangible UIs. Hiroshi Ishii, as one of the pioneers of Tangible User
UIs, defined Tangible UIs as interfaces, which give physical form to its Interfaces
digital counterpart [Ishii, 2008b]. Users manipulate the digital infor-
mation by directly manipulating the physical object that represents the
digital information and learn what interactions are possible from the
physical affordances of the object itself. Both properties increase the
directness and intuitiveness of interactions.
6 2 Related Work
7
Chapter 3
A person draws directly on the paper and views his/her drawing di-
rectly from the paper. This visualises a true physical interaction where
Input input and output interaction happen at the same location, in this case
Equals the paper. To imitate this behaviour, Organic UIs should have a display
Output which can sense [Holman and Vertegaal, 2008]; or to put it differently
the input device acts also as the output device.
Form The form of an object gives hints on what activities people can do with
Equals it [Holman and Vertegaal, 2008]. The flexible form of a piece of paper
Function suggests that it can be folded, bent, crumpled or even torn up. Yet, it
can still serve its original purposes: to be read or written on. Organic
UIs should use their form as a physical representation of activity.
Form A spring changes its shape to follow the movement of the person’s
Follows hand, which extends it. As the person lets the spring go, it will go
Flow back to its original shape. This implies that Organic UI should be able
to either alter its shape to follow the flow of user interaction or to adapt its
shape automatically for better context of use [Holman and Vertegaal, 2008].
3.3 Definition 9
3.3 Definition
Chapter 4
As shown, Organic UIs are meant to be more intuitive than other UIs.
To provide this, technologies enabling devices to feel organic are nec-
essary. Input as well as output technologies are essential to make the
interaction between human and computer feel natural. In this section,
some of these technologies are described.
4.1 Input
First of all, the users should be provided with an intuitive way to ma-
nipulate data on the computer. Since nowadays most common input
devices, such as mouse and keyboard, are very unnatural, a touch-
screen can be said as an advancement of the nativeness of a user
interface, even though a touch-screen is bound to the rigid and planar
shape of a computer. Since rigidity does not occur in nature, Organic
UIs should be without edges and corners as well.
12 4 On the Way Towards Organic User Interfaces
Flexible Firstly, the bondage of rigidity has to be broken. Not only should
Devices touch pads be capable to fit any form or shape but also to be deformed
while being used. A first approach to this improvement is SmartSkin
that could be produced to be flexible. Additionally, it could also be
transparent to be applied on top of a display [Rekimoto, 2002].
Multiple Secondly, multiple inputs should be allowed, so that more than one
Inputs hand can be used and even multiple users are able to interact at the
same time. At the moment, multi-touch panels, which use different
technologies, are available. The best-known examples are Apple prod-
ucts such as the iPhone or iPod touch.
Although these technologies are promising, there are still several is- Issues
sues to be addressed. Up to now there is no way to provide direct
haptic feedback. Also, the coupling of touch panel and display has to
be improved to enable thin devices. Using projectors decouples the
input and output. Additionally, the use of gestures is a newly discov-
ered field and effective ways of interaction have yet to be found. User
studies have to be performed to discover how users would like com-
municating their commands.
TWEND, an input device, named by the terms ”twist” and ”bend”, State
provides this capability. Deformation regarding to the X- and Y-axis of the
can be recognised. In this approach, optical bending sensors are used. Art
Based on this technology, gestures can be defined: flipping one corner
over for going to the next page or simulating a dog-ear for bookmarks
[Herkenrath et al., 2008]. A more recent device providing similar fea-
tures is Bookisheet [ichiro Watanabe et al., 2008].
Issues The problem when allowing users to interact via deformation is that
the whole device has to be deformable. Flexible displays are available
but the whole processing hardware has to be flexible as well. Useful
gestures have to be found similar to the multi-touch panels. User stud-
ies on the interaction based on gestures have to be conducted to clarify
how these features can be used efficiently.
High Formerly, the most used medium to provide information was paper,
Contrast which is very different to computer screens. On one hand, it lacks of
and the ability to change its information easily. On the other hand, it is flex-
Durability ible and has a very high contrast. While computer screens are not read-
able any more when the sun shining on them, paper is immune to that
effect. Closing this gap is electrophoretic ink displays, which are often
associated with the brand E Ink. They combine advantages of both me-
dia. Also, they can be equipped with background lighting easily. In
addition, digital paper has less power consumption than common Liq-
uid Crystal Displays (LCDs) because due to their technique, their state
is stable and only changes trigger the use of energy [Comiskey et al.,
1998].
problems. Firstly, its frame rate is low. Videos cannot be shown using
this kind of display. This also hinders electrophoretic displays to be
used in portable devices such as phones or PDAs because fluid menu
navigation is not possible. Even so they convince their customers with
their very low energy consumption. The Motorola F3 was the first cell
phone using digital paper but had only basic features. Secondly, the
chroma resolution is very low. Coloured displays can be produced
by microcapsules containing red, green and blue droplets rather than
white ones. Three capsules could be combined to one pixel.
While digital paper enhances the way the information can be altered Full-
easily, Organic LED (OLED) displays improve nowadays screens. By colour
using OLED technology, full-coloured computer displays can be very and
thin and robust and therefore flexible. Compared to an LCD, the en- Very
ergy consumption is lower and the size of the borders is smaller. This Thin
enables OLED displays to be applied in the most convenient way.
Sony has already presented a flexible full-coloured display based on the State
OLED technology. Recently, Samsung SDI presented an OLED display of the
with a thickness of only 0.05 mm, which actually flaps in the wind. Art
These thin displays allow light shining through them and are flexible.
16 4 On the Way Towards Organic User Interfaces
Issues Although OLED displays are far developed and already applicable in
productive use they still suffer from several issues. At present only rel-
atively small displays are available. Because of this, OLED displays are
only available in small devices such as mp3-players. In further devel-
opment, the screen size has to be enlarged. Another issue is the rela-
tively short lifetime of Organic LEDs. Although they are still very high
compared to LCD- or Plasma-displays, they still cannot compete with
LEDs.
At the moment the possibilities of shape alternation are limited. Lumen Issues
is a simple approach and cannot convey a lot of additional data via
the height of the pixels. More advanced approaches would need more
complex shape alternation.
While physical 3D displays are still bound to the shape of their ele- Shapeable
ments, ferrofluid displays are an approach to alternate shape in another Liquid
way. Ferrofluid acts similar to iron, but is liquid. When a magnet ap-
proaches, it changes its shape.
Although ferrofluid displays are more versatile than nowadays physi- Issues
cal 3D displays, they are not capable of representing any shape. They
are bound to the possibilities of electromagnets. In addition, they can-
not be touched.
18 4 On the Way Towards Organic User Interfaces
Holograms Volumetric displays are not part of the field of shape actuation but also
capable of displaying information three-dimensionally. A precise hand
tracking could enable users to modify the projected objects directly us-
ing their hands. Since volumetric displays are encapsulated in glass,
this concept is yet unrealisable [Grossman and Balakrishnan, 2006].
Gummi is the concept of a digital map as an Organic UI. The whole First
device is bendable and bending is used as input. In addition, a bend- Organic
able touch-pad is positioned on the backside. Gummi is the first device UI
combining a lot of organic aspects. It is flexible and also tracks the
deformation to provide intuitive input. The user is not that aware of
it as a computer but recognises its capability to display a street map
[Schwesig et al., 2003, 2004]. Another example for the concept of a
Organic UI is Morph, which will be explained in 7.2—“Future Work”.
Currently, Gummi is just a concept, the actual prototype does not con- Issues
sist of all aimed features. The prototype already allows evaluating the
effectiveness of the interaction since all features are emulated. Gummi
is not yet bendable but recognises applied pressure as if one was bend-
ing it.
20 4 On the Way Towards Organic User Interfaces
21
Chapter 5
An Alternative Approach to
Organic User Interfaces
Up to now, the focus lays on devices that enable users to interact with
them in a natural way. The most important aspect on this was the flexi-
bility of the devices. However, there is a different approach in viewing
Organic UIs, that not only the device itself can be organic but also can
be the software. There is a possibility for software to provide informa-
tion in a natural way and still running on an ordinary computer.
Chapter 6
Evaluation
A few years ago when PCs made its way to offices to store necessary
business documents, employers have dreamed to cut business cost by
realising a paperless office. Nevertheless until today, many employ- Paperless
ees still prefer to print out the document, hold the paper in hands and Office
mark things up [Blevis, 2008]. With the emergence of thin and flexible
displays, they are becoming more and more paper-like. In the near fu-
ture, it is likely that displays can be treated as real paper and paperless
office can finally be realised.
By applying other continuous parameters such as pressure, one can im- Continuous
prove the intuitiveness of the interface [Rekimoto, 2008]. Different pres- Parameters
sure applied to the interface should result in different possible action.
An example would be the bending interaction, which means zooming
action. A softer pressure to the interface means that the zooming action
is slower than when a harder pressure is applied.
24 6 Evaluation
Alternative As for the alternative approach of organic UIs, the interaction method
Interaction might be different with the Organic UIs mentioned above. However,
the emphasis is still to establish a natural interaction between the users
and the interface. DRAGON, for example, allows users to navigate
through a video by selecting the object inside the video instead of the
video timeline [Karrer et al., 2008]. While Fly presents a new way to or-
ganise presentation slide as mind map rather than in linear order [Hol-
man et al., 2006].
6.2 Issues
The interaction techniques of Organic UIs are not complete yet. Only
simple interaction techniques, such as bending for zooming action us- Incomplete
ing both hands, have been introduced. It is questionable whether later Interaction
the interaction can involve other modalities, such as eye gazing, blow- Techniques
ing and entire body. Thus, more interaction techniques are still yet to
be discovered. [Rekimoto, 2008]
One property that makes Organic UIs differ from Tangible UIs is that
Organic UIs are general rather than application-oriented. However, it
does not mean that one Organic UI fits all since consistencies across ac- Interaction
tivities and contexts might be difficult to realise [Holman and Vertegaal, Inconsistencies
2008]. In graphic application, bending might mean zooming; while in
video application bending might mean fast forwarding.
Last but not least, enhancing computers in a way that they are not
recognised as computers any more might lead to privacy problem. Peo- Privacy
ple might feel inconvenience by the thought of being observed by com-
puters all the time and not being able to distinguish between digitally
improved and ordinary objects in their everyday life.
26 6 Evaluation
27
Chapter 7
Coming to the end of this seminar paper, several questions are still re-
mained. How is the future of Organic UIs? Will they be as successful as
Graphical UI? What improvements can be done to guarantee the future
of Organic UIs?
7.1 Summary
Alternative Another approach in viewing Organic UIs from other point of view
Approach has been introduced. Rather than focussing on the shape of the device,
the alternative approach focusses more on the interaction between the
users and the application interface.
Input + The in- and output technologies which lead to the realisation of organic
Output UIs have been developed. However, there has not been any attempt to
put these two technologies together such that they can be seen as one
device. One possibility is by combining TWEND which is an input
device and Flexible OLED which an output device. Both are flexible
and possible to be put into one device.
Nokia Introduced earlier this year was a concept by Nokia called Morph,
Morph [Nokia, 2008] which uses Nanotechnology as the basis for future mobile
Nanotech phones. Nanotechnology is a development and research on materials
of which size ranges from 1 -100 nanometer (1 nm = 10−6 mm = 10−9 m)
[Paull and Lyons, 2008]. By using Nanotechnology, the Nokia Morph
demonstrates the possibility to have a mobile phone, which is flexible,
stretchable and transparent. It is charged using solar power and has
integrated sensors, which can sense the environment around the users.
7.2 Future Work 29
Further user studies should also be done to discover new interaction New
techniques for using organic UIs and to address the privacy issues, Interaction
which might come out when a computer does not feel like a computer Techniques
anymore.
30 7 Summary and Future Work
31
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