[IxDA Discuss] Scenarios for multitouch displays?
Trip O'Dell
tripodell at mac.com
Fri Jun 1 06:15:07 PDT 2007
> Assumption: we will have low cost, multitouch, small-large flat panel
> displays to develop applications for by the end of the decade.
>
> Question: what are these mass market applications, scenarios,
> problems?
I think this is the wrong question. This is the same question that
all the B-school types were asking about the internet in the middle/
late '90s and is what led to so many ill-concieved, over-caffeinated,
internet startups. Its very difficult to tell what the mass market
appeal of a technology will be before its had time to have the tires
kicked.
Consider the ipod. In the eyes of many, a 5gb, $500 MP3 player with
one button was the very height of design folly.
Ipod was going to be the new Newton. What happened was a very
different story. The device became the catalyst for a new, very
disruptive class of technology that is changing the way people
perceive their "personal media" and computing in general.
Ipod helped gave rise to an entirely new class of mass market, DIY
media in the form of podcasts. Apple didn't invent, or even
anticipate podcasts when Ipod was in the 1st generation. In fairness
it really wasn't possible to anticipate podcasting as an emergent
behavior. Podcasting required several things to really take off:
1) An approachable, easy to use, device with a large capacity drive -
check, Ipod year: 2000
2) Cross platform support for the device with well designed media
management software (itunes) 2001
3) A uniform, trusted content distribution network - itunes music
store 2002 (arguably not possible without users being pre-conditioned
with Illegal peer to peer sharing)
4) A full range of devices and price points to bring a broad audience
to the marketplace (mini 2002 , shuffle 2003 , nano 2005)
5) Early adopter DIY community developing low cost, peer to peer
content (2002-ish)
6) Network support for free, user-submitted, syndicated media
(podcasting) Itunes 4.8 - 2005
My point is, the value of the ipod has grown organically and in
large part because of a network effect (the value of a network
compounds as it grows). User experience was critical to capture the
influentials and early adopters in the beginning. But ease of use
became less relevant as the early adopters and the ipod's price tag
(with its attendant status) made the device a cultural phenomenon.
I think multi-touch applications will grow in the same way. The first
thing everyone mentions when they see this kind of demo is "Minority
Report" because the movie is the only example of this kind
interaction in the public consciousness. There are going to be a lot
of Minority Report interface knock-offs before designers really
understand what the new affordances of this kind of an interface will
be.
I mostly design interactions for public and collaborative spaces
where we almost never assume a single user. I can already see many
different types of application for this kind of interaction.
Augmented board games, home automation and media control, boutique
retail, museums and public spaces, collaborative visualization, trade-
shows, transactional interfaces - I think the possibilities are only
limited by our imagination. Surface is a positive step in the
direction of making user interactions more social and collaborative.
Trip O'Dell
Interaction Designer
www.tripodell.com
------------------------------
"Specialization is for insects..."
-Robert A. Heinlein
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