T H E F U T U R E O F I N T E R F A C E S
With the release of Google Glass fast approaching, and the
wide variety of alternative input devices being invented by ambitious startups,
I feel the need to share my thoughts on the future of human-computer
interaction. Specifically, I want to disprove the notion that the days of the
keyboard and mouse are over, and shed some light on why some people think new
input devices are going to change the way we use computers forever.
Let’s start with an example of a good new kind of interface
– the Touch interface. Touch
screens, made popular by smartphones and tablets, present an intuitive way to
interact with Graphical User Interfaces (GUIs). When something needs to be
investigated or pressed, a user taps that section of the screen with the tip of
their finger. This is received as a “click” and the system pulls the
information up for the user. Gestures like finger “swipes” come naturally
to us, since the human thumb is rather dexterous and can be used when holding a
phone in one hand.
However, a good example like Touch interfaces is not without
its share of bad qualities as well.
Touch interfaces in the wrong scenario (desktop monitors with touch controls
enabled, or large “SmartBoards”) are clunky and unusable. This is because touch
controls are designed for handheld devices like the smartphone or Nintendo 3DS.
When the interactive screen is too large or far from the user’s hands, this
method of interaction gets very tiring after a while, and the intuitive nature
of the system degrades into a tedious chore. While Touch is
good for fleeting interactions, menus, and games, it does not present users
with an easy way to get "real work" - such as file management, extensive
writing or programming, and detailed image manipulation - finished in an easy way. Most Touch users would
probably agree that when real work needs to be done, the keyboard and the mouse
provides the quickest route to finishing computer work.
Touch is our first example of how people’s need for
convenient interfaces overshadow the novelty of a new kind of interactive
medium. We will see this pattern repeat later on. Let us now move on to Voice commands.
Voice controls, a
key component of the Google Glass system, present an interesting interactive
dilemma. This is because Voice controls (if they are reliable) provide a quick
way to command your computer without the need for nested menus. Simply say any
command the computer recognizes, and your machine obeys. However, this
practicality is somewhat of an illusion, because Voice controlled machines are
vulnerable to outside interference as well as invasions of privacy. Again the
issue comes down to “real work” – if you want to mess around with Google Glass
and tell it to “take a picture, Glass!” that’s perfectly fine. You may not mind
if other people overhear you. However, if you want to send a private message to
a friend about something sensitive – even if it’s a short message – shouting it
aloud to your machine is not the best way to keep your interaction secret. And
as I have seen with some Google Glass demonstrations, you are not the only
voice that commands your Glass. This means at the very least that using it
exposes you to friend’s practical jokes, or perhaps other user’s nearby
commands to their own machines!
Google Glass brings us to our next Human Computer
Interactive component, which is Augmented
Reality, related to Virtual Reality. While Virtual Reality is sort of a
novelty of the simulation and gaming industry (something fun that will never
become the “standard way” of experiencing the medium due to its high price
point and built-in introversion), Augmented Reality is a bit different. Through
smartphone apps and Google Glass, developers are trying to convince us we need
Augmented Reality to receive our information. For those not familiar with the
term, Augmented Reality attempts to overlay a layer of virtual information over
images of our real world – thus, you may look through the lens of your Google
Glass and see a sign over the Babbio Center that says “Babbio Center” – and some
apps let you delver even deeper into the information they present. Again, we as users are presented with a method of receiving information that is novel, yet not
necessarily any more helpful than standard menu interfaces that present
information quickly. Developers of “revolutionary” technologies often fail to
see that their users want information instantly and without any fluff – and
they should not be surprised when their technologies are used for mere moment
before they are discarded for more standard forms of information visualization.
The worst of all of these “innovative” input methods is the Gesture. Here I do not mean Touch
Gestures like “swipes” or “pinches” that you can do on your tablet or
smartphone. Instead I am referring to interfaces that sense your 3D skeleton
and allow you to command your machine with hand movements, without touching the
computer at all. The Microsoft Kinect, the LEAP Motion Sensor, and Panasonic's D-Imager are all examples of this. While the idea sounds cool, and seems to work well in science
fiction, (Tony Stark’s version of gesture controls sparked many imaginations in
the recent Iron Man series) it seems
to belong purely to the realm of imagination. This is because Gestures go against
every urge we have as humans to control computers. The first issue, one of
depriving users of haptic feedback, is a serious problem. Without being able to
touch our machines, we lose one of the key senses we use to interact with
computers, which is touch. This leaves us with vision and hearing to determine
if our command successfully was performed, leaving users with a sense of
abandonment that develops into mistrust as time spent with the machine
increases.
Secondly, there is a myth floating around the marketing
community for these devices that the use of gesture is somehow natural or
intuitive. This could not be further from the truth – for every software
development kit has some unique way of controlling devices using their
gestures, which varies based on the poor quality of the system and the lack of
imagination within the development community. Indeed, most gesture controls are
simply large-scale touch gestures (swipe with your arm, instead of your
finger!) that do not come naturally to humans. Hand gestures are an anachronism
of evolution, some kind of byproduct from a time when humans could not
communicate with just their voices. They are unnecessary and are merely used
for dramatic effect, especially by Italian Americans like myself. How this
could possibly translate to interacting with machines is beyond my
understanding – and if it did, there would still be the issues of getting “real
work” done in private.
The last issue with gesture controls, and the final topic of
this post, is the problem of non-immediate control mechanisms. To illustrate
this, visualize this example – you are writing in a Word document, and you
press the “M” key. As soon as the button is pressed, an “m” appears on the
screen. The time between beginning the command and ending the command is so
short that humans barely notice it – and thus, our interaction with the
computer feels instant, as it should seem. Gestures fail this basic component
of Human Computer Interaction because of how long they take to perform and be
recognized. When you swipe your arm across the air in front of a screen, the
system must wait until your command is finished to process it – lest it confuse
it with something else and perform a separate function, leading to further
frustration. This gap between call and response is what makes these interfaces
so irritating to use, and will certainly lead to them never gaining much
popularity in scenarios where “real work” must be done.
Anyone who thinks I am merely raging at new technology like
an old man should look at history. New interfaces are nothing new at all.
Nintendo released stupid things like the Virtual Boy and the Power Glove in its
infancy – they were fun for a while until they became unwieldy or caused
sickness in the user. And the only reason Tony Stark’s gestures work so well is
because they are entirely animated by visual effects artists in postproduction who
are reading what should happen in the scene from a script they have next to
their desks.
No comments:
Post a Comment