Posts about Human-Computer Interaction

Museums of Future Past pt. 2

So, as John said, the question at hand is: how do you wow the un-wow-able without alienating the familiar? It's a tough question, and here at Cogapp it's our job to try and answer just that question. We understand better than most the phrase "appropriate technology" - when to hide technology, and when to show it; how technology can be used to enhance an exhibition without overwhelming it. Ever since we developed the first museum interactive almost twenty years ago (in the form of the National Gallery's Microgallery) we've been creating new technology and developing new ways of implementing it; advanced hardware and software deployed behind an intuitive user experience is what we do. We're constantly trying to find new and exciting ways to do it. From creating award-winning vivid and instinctive installations for the Great North Museum, to bringing Prudential's corporate archive and stories to life with expansive sheets of Holopro glass, pushing the envelope is never off our radar.

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Museums of Future Past pt. 1

Museums, by their very nature, are often thought of as being places where people go to discover, reflect on and learn more about things of the past. Even museums that are focussed on modern times or even the future tend to impart knowledge of the way things are through the use of artifacts. So onlookers tend not to think of them as places of technological innovation. But in their bid to attract ever-greater audiences to their exhibitions, museums are constantly striving to create ever-greater installations for said exhibitions to instigate the 'wow' factor that will get visitors talking about (and, equally as importantly, recommending) what they've seen. Given that one of the central remits of a museum is to educate and inform the masses, bringing in the audiences is vital to their mission statement. And so it is that in their drive to create more revolutionary exhibits, museums often become incubation units for rapid changes in technology. The irony of this is that visitors having an enjoyable, easy and relaxing experience is so integral to museums that the technology needs to be implemented in a smooth and efficient way. So much so in fact that it mostly goes unnoticed. It's such a fluid experience that the technological innovation happening under a visitor's very nose is more often than not completely under-appreciated.

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A Rodin in every living room

If you're one of the nation's 5 million BBC iPlayer users (or perhaps, for our US friends, one of 40 million Hulu users) the murky boundaries between 'using the internet' and 'watching TV' will be familiar. From enjoying shows online to - in the near future - reading news and catching up on e-mails on our plasma TVs, the magical process of 'convergence' is charging its way into the new decade. When you can sit on the bus and watch live TV with the rather spiffing TVCatchup, you know the days of bluntly differentiating between computing devices and TVs are numbered.

Technology firms hoping to catch such disruptive waves of change meet annually at the Consumer Electronics Show in Las Vegas, boasting the wares they hope will enter our homes in coming years. It's a veritable trend-seekers paradise, and one particular trend at this year's event leapt out (almost literally). 3D TVs, capable of showing the new breed of 3D films like James Cameron's Avatar in all their splendour, will eventually find their way into our living rooms. That alone is revelatory, but in parallel with the convergence stampede presents one huge floating 3D question mark for interface design.

Experiments with 3D interfaces are not new, but have begun gaining traction with the emergence of gesture-based devices, particularly multi-touch devices like the all-conquering iPhone and Microsoft's Surface. One approach I've been watching with interest is BumpTop, revealed with an eye-opening TED talk (listen to the oohs and aahs) and now available to the public.

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i-Design, u-Design, we-Design

A few weeks ago I was lucky enough to attend i-Design, a one day conference and showcase for anyone with an interest or passion for interactive design and the digital arts. The programme certainly lived up to its aims as I came away truly inspired and entertained as well as being somewhat perplexed too!

The day kicked off with a panel debate centred around the idea of ‘Post Digital’ asking the question, 'If everything is digital, then what's next?' In a world where everything references digital media, how does our industry need to respond? This was a fascinating insight into the minds of the panel members more than anything, with the illustrious Adrian Shaughnessy leading the discussions.

This then lead the way for the first 5D interlude of the day by MOTH who beautifully showed their passion for experimental technology and for pushing the boundaries of traditional VJing. MOTH bridge the divide between video mixing and street art, generating site-specific video graffiti designed in response to the morphology, texture and ambience of the spaces and structures of the outside world.

Another presentation that particularly caught my interest was one by Lichtfaktor. You might recognise the work of these lords of luminosity from the TalkTalk television adverts (which also bookend each segment of ITV's popular X-factor). Their work in light-writing is spectacular, ranging from relatively standard incarnations of the practice, through to an amazing light-printer that allows pre-written messages to be created and captured in the same way as standard light-writing.

Lightprinter

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Pech-app Cake-cha

No, this isn't the new craze in ballroom dancing, nor is it the first attempt at communication with alien beings. It is something altogether more exciting! Bear with me and I'll reveal all...

Thursdays are always a much anticipated day here at Cogapp HQ. It's nothing to do with their proximity to the weekend, nor are any of us fans enough of Thor as to warrant getting excited by a day named after him. No - the fourth working day of the week heralds the arrival of Cake Thursday for all Cogapp kind. At 4 o'clock on this hallowed day, we all gather together for a bit of time over cake, tea and all manner of other delicacies and discuss what we're all getting up to (in between bites of dessert-y delights of course).

Cake Thursday in all its glory

However, whether it be due to anarchy or inspiration, our Technical Director Ben suggested that instead of the normal occurrence of informal chats and exchanges, last week's Cake Thursday (yes... I am going to insist that 'cake' be capitalised in this instance) be dedicated to a brief session of Pecha Kucha presentations, cunningly titled Pechapp Cakecha (... see what we did there).

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Augmented Wii-ality

Augmented reality is always a hot topic of conversation here at Cogapp towers. If it's not Joe being envious of Boffswana's green monster then it's Tristan pointing his eyes to the skies for a bit of virtual stargazing. The topic garnered my own particular interest recently thanks to the demonstrations at this years E3 - the big expo in the world of video-gaming - of the latest computer game control systems from Sony and Microsoft. Having spent many a wasted evening in front of my (much mourned) Mega Drive when I should have been out practicing my hockey or socialising with my friends (quite why I should have been doing this I don't know - none of my friends were blue-supersonic hedgehogs) as a boy, I tend to keep one ear to the ground for the latest developments in the video-game sphere. It seems impossible to avoid the success of the Nintendo Wii, both commercially and in opening up video-gaming to new demographics. This success has prompted Nintendo's rival console manufacturers to look into expanding into this new broadened market with innovative interfaces of their own. Sony's as-of-yet unnamed effort involves combining the existing Playstation Eye with what can only be described as a wand to allow the player to interact with the game in new and even more immersive ways. The idea clearly borrows heavily from the concept introduced by the Wii, but the combination of handheld device and camera will allow the interaction to be even more detailed than that of the Wii remote - even with the new Wii MotionPlus ... or at least Sony hopes.

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Augment my location

Augmented Reality (AR) is the practice of adding computer-generated information to something you are experiencing already. Often, this involves injecting computer-generated images into a live video feed, and there's some very impressive stuff out there which sees computers spotting special tokens (fiduciary markers is the jargon name) and overlaying images or videos.

However, it turns out that there is another, simpler way of letting the computer know what you are looking at: if you can specify the exact location of the camera in relation to what it is viewing, then you can go ahead and enhance things to your heart's delight, without having to go around tagging everything with markers.

As an example of this, I've found that augmented reality has become a lot more, err, real, thanks to my new phone, an HTC Dream. It contains some handy embedded hardware that means it knows exactly where it is and where it's pointing (the GPS tells it where it is on Earth, the accelerometer tells it which angle it is pointing relative to the surface, and the compass tells it which direction it is facing relative to the poles).

One application that takes advantage of this is Wikitude AR - it will search publicly available sources of information, and then overlay their position on top of the camera feed from the phone, as you can see from these screenshots taken while I was looking out of our office windows:

View to the North-West

View to the South

Then, there's the truly amazing Google Sky Map: you simply point your phone at the area of sky that you are interested in, and it will overlay constellation information. You can also type in a search term (e.g. Venus), and it will give you a handy arrow and target, helping you to swing your phone round until you are pointing right at it. This is extremely useful for any other parent who has been pestered by their child wanting to know what that bright star is called...

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Wumpus goes to BOGfest

Last Saturday saw Brighton's first Outdoor Gaming festival (a.k.a. BOGfest), organised by Richard Vahrman, COO of innovative GPS-gaming company, Locomatrix. The day featured a variety of games, mainly featuring mobile phones, so I thought what better way to contribute than to resurrect the Hunt the Wumpus game that I originally created to demo at Brighton Barcamp back in 2007.

For those of you unfamiliar with the game, the idea is to navigate around a series of interconnected rooms and to shoot the Wumpus before he eats you, all while avoiding other hazards such as giant bats and bottomless pits. The original 1970s version was entirely text based, but my updated version uses a series of Quick Response (QR) barcodes to represent each room in the maze. Players scan the codes using a camera phone, and are given clues on their telephone handset.

In its first incarnation I printed these codes out on stickers, and created a cave on a roll of wallpaper. For BOGfest, however, I thought it needed to be much bigger, so I regenerated the codes on A3 sheets of paper (all hail OpenOffice, which, because of its XML format, allowed me to automatically generate the document instead of manually inserting all the graphics). I then enlisted the help of my sons to stick these bits of paper on a 10m x 10m area of Hove promenade, and to draw the rooms and tunnels in coloured chalk.

Hunt the Wumpus

Then it was just a case of helping people get the barcode software running on their phones (or just lending them one of the Cogapp R&D handsets) and letting them get on with it. During the afternoon dozens of people played, and it was fascinating to watch their reactions: everything from extremely skeptical ("what are you selling? How much does it cost to play?") to the extremely enthusiastic ("this is a lovely idea").

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Physical Computer Engagement

The virtual drum kit that won this month's Codeo challenge looks like it might have to be installed somewhere in the Cogapp office on a more permanent basis, considering how much fun we're having with it.

Enjoyable as it is to flail away on the Wii's invisible instruments, the fun we're having also highlights how little flailing our working day normally contains.

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Women in technology: Yvonne Rogers' work in Human-Computer Interaction

Ada_LovelaceWomen past and present have made countless valuable contributions to technology, but how often do we hear about it? Probably not enough. Hoping to help change this state of affairs, this post is written in honour of Ada Lovelace Day, an international day of blogging to draw more attention to women excelling in technology.

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