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Practical 3D User Interface Design Dan Robbins © 1996 Microsoft.

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Presentation on theme: "Practical 3D User Interface Design Dan Robbins © 1996 Microsoft."— Presentation transcript:

1

2 Practical 3D User Interface Design Dan Robbins © 1996 Microsoft

3 2 what Im going to talk about design methodology specific example –requirements –initial design –problems –answers? conclusion

4 © 1996 Microsoft 3 general design methodology stay pure -- at first dont discard ideas in your head make storyboards and prototypes push prototypes to the limit learn from language

5 © 1996 Microsoft 4 the role of language use different modes of representation as yardsticks solved in visuals <> solved in words solved in words <> solved in visuals

6 © 1996 Microsoft 5 storyboards and prototypes dont wait too long to try out target medium -- understand limitations –resolvability –graspability –discoverability ink has infinite resolution, CRTs dont make a super complicated example -- note problems

7 3D specific information

8 © 1996 Microsoft 7 design methodology for 3D metaphors are very important listen to peoples words and watch their hands almost every task requires C REATE, E DIT, & V ISUALIZE

9 © 1996 Microsoft 8 language and metaphors for 3D language of practitioners children physical activities N ATURE, R ELIGION, THE M ACHINE A RT steal from:

10 © 1996 Microsoft 9 guidelines for 3D how many clicks does it take? combine related user actions combine related parameters distinguish UI from data combine UI and data show cause-and-effect be aware of available channels dont be afraid of contradictions {

11 © 1996 Microsoft 10 available channels for 3D animation –if its in the way, make it go away rendering style –how to distinguish things screen aligned elements 2D primitives abstraction

12 © 1996 Microsoft 11 iconographi c widgets for rotating a barn-door animation animated ghosted objects on mouse-over

13 © 1996 Microsoft 12 rendering style shaded translation handles transparent translation handles wireframe translation handles

14 © 1996 Microsoft 13 abstraction overly realistic? abstract while static

15 theater lighting designer

16 initial sketches

17 © 1996 Microsoft 16 directors view leave some questions unanswered

18 © 1996 Microsoft 17 catwalk view annotate those drawings!

19 slick drawings

20 © 1996 Microsoft 19 initial mockup A 10:24:13 BCDE does transparency work for the panels?

21 © 1996 Microsoft 20 problems! UI fades into background might not be feasible

22 © 1996 Microsoft 21 answer? ABCDEFM 10:24:13

23 © 1996 Microsoft 22 audience view

24 © 1996 Microsoft 23 stage with simple set ABCDEFM 10:24:13

25 © 1996 Microsoft 24 stage with simple set and lights ABCDEFM 10:24:13

26 © 1996 Microsoft 25 catwalk view with simple set ABCDEFM 10:24:13 look from above

27 © 1996 Microsoft 26 catwalk view with simple set and minimal lights ABCDEFM 10:24:13

28 © 1996 Microsoft 27 catwalk view with simple set and complex lights ABCDEFM 10:24:13

29 © 1996 Microsoft 28 questions from mockups Q: perspective or orthographic? Q: freeform or constrained creation? –number of lights? –placement of lights? Q: do we need collision detection during manipulation? Q: reports to the user

30 animated storyboards

31 general UI

32 © 1996 Microsoft 31 panel automatically slides up and down to maximize screen space main control panel ABCDEFM 10:24:13 20:00:0030:00:0040:00:0050:00:00 director viewcatwalk viewaudience view

33 © 1996 Microsoft 32 object creation and editing panel ABCDEFM 10:24:13 50:00:00 panel automatically slides in and out to maximize screen space setslightsstorage

34 © 1996 Microsoft 33 view changes give feedback during change

35 © 1996 Microsoft 34 problems! still difficult to know where view is from if user is new to application

36 © 1996 Microsoft 35 give feedback during change answers?

37 creation

38 © 1996 Microsoft 37 annotated dragging ABCDEFM 10:24:13 valid drop sites and resultant illuminated areas are highlighted as light is dragged

39 © 1996 Microsoft 38 simple set pieces ABCDEFM 10:24:13 newly created objects base themselves on previously created objects

40 © 1996 Microsoft 39 problems! hard to gauge location in perspective view no quantitative information hard to create things behind other things

41 © 1996 Microsoft 40 answers? projection lines to temporary rulers during (and only during) creation

42 © 1996 Microsoft 41 more answers? if user starts to click behind another object, x-ray the front object

43 editing

44 © 1996 Microsoft 43 changing lights from directors view just grab the damn light and rotate it!

45 © 1996 Microsoft 44 problems! virtual sphere is not matched to domain task too freeform no precision

46 © 1996 Microsoft 45 magnified control handles answers?

47 © 1996 Microsoft 46 but it still sucks too bulky etch-a-sketch syndrome

48 © 1996 Microsoft 47 answer: let user directly change result moving the highlight changes the light

49 © 1996 Microsoft 48 can this style of UI help color-picking? standard color-picker is not in-context Color Picker ? CancelApply try out what practitioners use? diminish all but color of interest put it in 3D to allow better navigation

50 © 1996 Microsoft 49 design 1: jukebox but how can we pick colors in context?

51 © 1996 Microsoft 50 can we make it better? design 2: puzzle strips

52 visualization

53 © 1996 Microsoft 52 understanding which light is which ABCDEFM 10:24:13 change a light and see what it does?

54 © 1996 Microsoft 53 problems! requires user to change their data still hard to resolve affect of one light

55 © 1996 Microsoft 54 answers? multiple representations: waving mouse over light highlights effect

56 © 1996 Microsoft 55 still problems! would take forever if there are many lights overly complex back to multiple views from CAD world

57 © 1996 Microsoft 56 the answer? highlight zones centered on light unit

58 © 1996 Microsoft 57 the answer? highlight zones centered on highlight

59 © 1996 Microsoft 58 selection so many objects!

60 © 1996 Microsoft 59 problems! too difficult to pick the desired object

61 © 1996 Microsoft 60 answers? exaggerate possible selections!

62 © 1996 Microsoft 61 parting words pure direct-manipulation does not always work difficult to make a UI scale up conflict between direct-manipulation and precision imperative to have a target application/audience! hard problems!

63 end


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