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Practical 3D User Interface Design Dan Robbins dcr@microsoft.com © 1996 Microsoft
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2 what Im going to talk about design methodology specific example –requirements –initial design –problems –answers? conclusion
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© 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
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© 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
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© 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
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3D specific information
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© 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
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© 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:
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© 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 {
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© 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
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© 1996 Microsoft 11 iconographi c widgets for rotating a barn-door animation animated ghosted objects on mouse-over
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© 1996 Microsoft 12 rendering style shaded translation handles transparent translation handles wireframe translation handles
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© 1996 Microsoft 13 abstraction overly realistic? abstract while static
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theater lighting designer
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initial sketches
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© 1996 Microsoft 16 directors view leave some questions unanswered
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© 1996 Microsoft 17 catwalk view annotate those drawings!
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slick drawings
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© 1996 Microsoft 19 initial mockup A 10:24:13 BCDE does transparency work for the panels?
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© 1996 Microsoft 20 problems! UI fades into background might not be feasible
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© 1996 Microsoft 21 answer? ABCDEFM 10:24:13
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© 1996 Microsoft 22 audience view
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© 1996 Microsoft 23 stage with simple set ABCDEFM 10:24:13
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© 1996 Microsoft 24 stage with simple set and lights ABCDEFM 10:24:13
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© 1996 Microsoft 25 catwalk view with simple set ABCDEFM 10:24:13 look from above
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© 1996 Microsoft 26 catwalk view with simple set and minimal lights ABCDEFM 10:24:13
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© 1996 Microsoft 27 catwalk view with simple set and complex lights ABCDEFM 10:24:13
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© 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
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animated storyboards
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general UI
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© 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
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© 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
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© 1996 Microsoft 33 view changes give feedback during change
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© 1996 Microsoft 34 problems! still difficult to know where view is from if user is new to application
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© 1996 Microsoft 35 give feedback during change answers?
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creation
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© 1996 Microsoft 37 annotated dragging ABCDEFM 10:24:13 valid drop sites and resultant illuminated areas are highlighted as light is dragged
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© 1996 Microsoft 38 simple set pieces ABCDEFM 10:24:13 newly created objects base themselves on previously created objects
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© 1996 Microsoft 39 problems! hard to gauge location in perspective view no quantitative information hard to create things behind other things
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© 1996 Microsoft 40 answers? projection lines to temporary rulers during (and only during) creation 1234567891011 2 3 4 5 1 54321
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© 1996 Microsoft 41 more answers? if user starts to click behind another object, x-ray the front object
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editing
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© 1996 Microsoft 43 changing lights from directors view just grab the damn light and rotate it!
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© 1996 Microsoft 44 problems! virtual sphere is not matched to domain task too freeform no precision
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© 1996 Microsoft 45 magnified control handles answers?
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© 1996 Microsoft 46 but it still sucks too bulky etch-a-sketch syndrome
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© 1996 Microsoft 47 answer: let user directly change result moving the highlight changes the light
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© 1996 Microsoft 48 can this style of UI help color-picking? standard color-picker is not in-context Color Picker ? CancelApply 128 36 200 try out what practitioners use? diminish all but color of interest put it in 3D to allow better navigation
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© 1996 Microsoft 49 design 1: jukebox but how can we pick colors in context?
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© 1996 Microsoft 50 can we make it better? design 2: puzzle strips
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visualization
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© 1996 Microsoft 52 understanding which light is which ABCDEFM 10:24:13 change a light and see what it does?
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© 1996 Microsoft 53 problems! requires user to change their data still hard to resolve affect of one light
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© 1996 Microsoft 54 answers? multiple representations: waving mouse over light highlights effect
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© 1996 Microsoft 55 still problems! would take forever if there are many lights overly complex back to multiple views from CAD world
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© 1996 Microsoft 56 the answer? highlight zones centered on light unit
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© 1996 Microsoft 57 the answer? highlight zones centered on highlight
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© 1996 Microsoft 58 selection so many objects!
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© 1996 Microsoft 59 problems! too difficult to pick the desired object
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© 1996 Microsoft 60 answers? exaggerate possible selections!
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© 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!
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