A Touchy History of the Future

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  1. The Mind & Consciousness As an Interface

    This session is about the role and form that brain interfaces might take on in coming years. It draws from the science, the facts, the fictions and products currently on the market.

    As interfaces have evolved they’ve followed a predictable path of increasing directness, from keyboards to mice, touch, voice and gestures. As we peel away the layers between us, our bodies, our tools, and the objects we want to control, interactions become faster, less exerted, and more natural. If we follow the possible trajectories of user interfaces, where might we end up? Is the brain the evolution of the user interface? Are our thoughts the logical next step in natural interaction?

    The brain user interface has played a role in design fiction and science fiction, and there are valuable insights in that world. And, the technologies that enable brain UI have become real and almost practical. But - in everyday interactions, what will brain interfaces actually be useful for? What will we and the world around us look, behave and interact like? How, where, and when will we use them? What are the opportunities, and what are the challenges in creating experiences for brain interaction?

    This session will set out to answer questions about the evolution of user interfaces by exploring the speculative and real product applications that are ahead for brain interaction, and the design patterns that will emerge around them.

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    Tagged with sxsw

    —Huffduffed by iamdanw

  2. The Best Interface Is No Interface - SXSW Interactive 2015

    Two years ago, Golden Krishna made waves with his keynote “The Best Interface is No Interface” at SXSW. Now, he’s back to read from his enthralling new book.

    In an interface-driven world dominated by screens, it’s easy to get caught up looking for solutions in the confinement of a rectangle. Designer Golden Krishna is hoping to end this screen-based thinking.

    Join Golden as he reads highlights from his upcoming book, "The Best Interface is No Interface” – originally an essay that went viral and led to an international lecture tour – that will challenge you to make beautiful technology that solves problems without using screens.

    Don’t miss a unique and entertaining mashup reading from the book that design legend Donald Norman called “an irreverent crazy tirade” where the “irreverence is precisely what is needed today to get us out of the rut of bad, unintelligible, frustrating design.”

    —Huffduffed by Clampants

  3. Unpacking the Myth of the Intuitive

    Marketing from Apple, Nintendo, and other companies focuses on the promise of an intuitive interface, but what does that really mean and how is it achieved? Over the last few decades we’ve seen QWERTY keyboards give way to an incredible diversity of interfaces: mice, trackpads, motion wands, voice-based interfaces, cameras, touch screens, and even real instruments. These devices are regarded as increasingly "natural" or "intuitive", but this marketing-speak is ill-defined, unactionable, and potentially insulting to users; if they don’t get it, are they "unnatural" or stupid? In this talk, I will explore the concept of the intuitive, using case studies from Engelbart’s early work on computer-human interaction, Miyamoto’s work for the NES and the Wii, and my own work at Harmonix on Rock Band and Dance Central. I will ultimately arrive at a new set of goals for interfaces.

    —Huffduffed by Heilemann

  4. Strategic interaction design

    Interaction design is often focused at the interface between a person and a system in the form of a series of request-response actions. But interaction design can be positioned at the strategic level when the interaction designer looks at the transition between interactions & touchpoints; and the aggregate effect of these interactions on the overall service experience.

    —Huffduffed by boxman