Kinect UI Design Considerations
description
Transcript of Kinect UI Design Considerations
Kinect UI Design ConsiderationsJay KapurPrincipal Lead Program Manager, Kinect for WindowsKinect Design Considerations2-029
Spheres of interaction/every input is best and worst at somethingWhat Kinect is great forWhat Kinect is notWhat problems we are addressing with K4W interactionsDesign methodologyDemos
Agenda
Kinect UI is in
the early stages of evolution and progression
We’re still learning how to augment interfaces with Kinect inputSome advancement will come through providing standard methods of Kinect interactionOther advancements will come through improved technology that can more closely identify human actions
Inputs impact the design of interfaces
Inputs impact the design of interfaces
Inputs impact the design of interfaces
Inputs impact the design of interfaces
?
We see interactions that are effortless, transparent, and contextual We see fluid communication between users and technologyOne to one, one to many, many to manyWith seamless ease, we see vision, voice, gesture, and touch togetherWe see interactions that are as natural as human beings themselves
Kinect UI needs to consider a range of modes of interaction
SEATED
STANDING
LOOKING AWAY
FAR
GESTURES
TACTILE
VOICE
A/V
SMALL
GESTURES
VOICE
A/V
LARGEGESTURES
TACTILE
VOICE
A/V
SMALL
VOICE
AUDIO
ENGAGED
ENGAGED NOT ENGAGED
NOT ENGAGED
ENGAGED
TRACKING
Kinect UI needs to determine user intent when there isn’t an explicit interface
What we want to do with Kinect for WindowsProvide common Kinect UI interactions to developers so that they can easily build Kinect appsSolve the most common app tasks and UI requirementsE.g., engagement, targeting and selection, X/Y navigation
Ensure that K4W interactions and controls are intuitive and delightful for end usersAdvance the capabilities of Kinect Show progression!
Demo
Kinect interactionsKinect for Windows Prototype controls
Related Session3-055 Kinect for Windows Programming Deep Dive
November 1, 8:30, B92 Trident/Thunder
© 2012 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.