Since Xerox’s PARC and Apple’s Lisa user interfaces hit the scene, the WIMP (windows-icons-menus-pointers) interaction model has become a universal standard. This past Hackweek, fellow designer and Chartcorps member Sam Chieng, front-end developer Aliya Robinson, and I decided to dive into UI’s history and potential future.
Here’s where our week’s investigation took us:Sam
I was particularly intrigued by how we’ve arrived at the certain interfaces that we’re so accustomed to today. How did we decide on specific UI elements as “the best”? How does this innately connect to how humans learn and perceive information? Are windows and pointers the best representation of how we interact with a system?
As I began researching, I came across a few papers published in the early ‘90s by Jakob Nielsen on Human-Computer Interaction. Nielsen analyzed the dramatic change in interaction when computers transitioned from the command line to a modern GUI. The latter allowed for object-oriented structuring, or direct manipulation, which was based on childlike primitives of hand-eye coordination—for example: dragging a file icon into your trash icon, as opposed to typing ‘rm foo’ in a command line. In the end, this switch made new user adaptation significantly easier.Direct Manipulation is a concept with which we’ve become so familiar today (particularly in WIMP models), but Nielsen explains that there are many interaction levels involved in a single task.![Screen Shot 2015-07-23 at 10.06.04 AM](http://blog.chartbeat.com/wp-content/uploads/2015/07/Screen-Shot-2015-07-23-at-10.06.04-AM.png)
Aliya
My goal for this project was to learn about the Leap Motion controller and how it works. If you don’t know, the Leap Motion controller is a device that responds to hand motion, manipulating objects on your browser, visualizer, or device. Think of it as a Wii without a remote… and in 3D! As I dug deeper into Leap Motion code, I found that there are many plausible avenues for utilizing the technology. Ultimately, I found that the most accessible route, IMO, is to take DOM elements and animate the CSS transform properties, after creating a 3D object with CSS3 transform properties.
For example, to create a cube you can simply use the following HTML/CSS code.![Screen Shot 2015-07-23 at 10.11.26 AM](http://blog.chartbeat.com/wp-content/uploads/2015/07/Screen-Shot-2015-07-23-at-10.11.26-AM.png)
![Screen Shot 2015-07-23 at 10.12.56 AM](http://blog.chartbeat.com/wp-content/uploads/2015/07/Screen-Shot-2015-07-23-at-10.12.56-AM.png)
![Screen Shot 2015-07-23 at 10.14.08 AM](http://blog.chartbeat.com/wp-content/uploads/2015/07/Screen-Shot-2015-07-23-at-10.14.08-AM.png)
![Screen Shot 2015-07-23 at 10.19.56 AM](http://blog.chartbeat.com/wp-content/uploads/2015/07/Screen-Shot-2015-07-23-at-10.19.56-AM.png)
![Screen Shot 2015-07-23 at 10.21.28 AM](http://blog.chartbeat.com/wp-content/uploads/2015/07/Screen-Shot-2015-07-23-at-10.21.28-AM.png)
Ashley
My personal interest was in connecting skeuomorphic digital UI with the real-life counterparts (for example, a button online that looks three dimensional is visually mimicking a physical button). I decided to focus on hover states. Partly because unlike things like scrolling or clicking, they stand out as an interaction that in real life would really appear to be magic. To bring hover states into the real world I constructed a panel covered with a grid of squares cut from thick board.
![hover-board-grid_720](http://blog.chartbeat.com/wp-content/uploads/2015/07/hover-board-grid_720.jpg)
Under roughly half of the squares were magnets. Half of these had northern polarity, while the other half had southern polarity. To interact with the board users put a magnetic controller (what you might call a digital era finger puppet) on their finger, and then hovered their hand across the board.
![controller-hover_720](http://blog.chartbeat.com/wp-content/uploads/2015/07/controller-hover_720.jpg)
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