Tog on Gestures will force the mouse into retirement
@hannusalonen tweeted this article this morning which was in the Financial
Times. Including the article b/c it was behind an annoying
signup/registration process. http://tinyurl.com/9hmpj4
"The Tog: Mouse users are "little more than cavemen, running around pointing
at symbols and 'grunting' with each click". http://bit.ly/yP1M"
Gestures will force the mouse into retirement
By Jessica Twentyman
Published: September 17 2008 03:00 | Last updated: September 17 2008 03:00
At almost 30 years old, is the computer mouse ready for retirement?
Certainly, a growing band of human-computer interaction (HCI) specialists
believe so. The crude language of "point and click", they argue, seriously
limits the "conversations" we have with our computers.
Among them is Bruce "Tog" Tognazzini, a veteran HCI expert who joined Apple
in 1978 as its 66th employee and founded the company's Human Interface Group
during his 14 years there. These days, after spells at Sun Microsystems and
online healthcare company WebMD, Mr Tognazzini is a respected consultant,
author and speaker with usability company, the Nielsen Norman Group.
"In many ways, our continued reliance on the computer mouse reduces us to
little more than cavemen, running around pointing at symbols and 'grunting'
with each click," he says. "A revolution is long overdue, because we need
more sophisticated tools that will allow us to increase our vocabulary way
beyond that caveman grunt." Plus, the link between the computer mouse and
cases of repetitive strain injury (RSI) are hardly an argument in its
favour, he adds.
Luckily, he says, those "more sophisticated" tools are right in front of our
faces and we already know how to use them. They are, in fact, our fingers.
"Look at the facts: we've typically got 10 of these 'tools'; they move in a
multitude of different ways; and gestural language, which came long before
verbal language, is an established and intuitive form of self-expression.
Even primates can be trained to express needs and intentions using their
fingers," he points out.
What has historically been lacking, is the ability of computers to read and
understand our gestures - but that is changing very quickly. In fact,
real-time video interpretation and inertial sensors are already being used
to recognise facial expression and physical movement in a number of consumer
technology devices, says Steven Prentice, an analyst with IT market research
He traces the roots of this migration to two recent events: the launch of
the Nintendo Wii games console in 2006 and of the Apple iPhone in 2007.
Through clever use of accelerometers and optical sensor technology, the Wii
Remote (or "wiimote") is already enabling millions of people to practise
their golf swings, play rock guitar or swordfight with imaginary enemies.
And since the iPhone was launched, strong sales and high user satisfaction
have reinforced just how powerful and intuitive a multitouch interface can
These early announcements have been followed by a string of others in
consumer technology. In recent months, Panasonic, Sony and NEC have all
demonstrated applications that use facial and movement recognition. These
include, for example, video displays from Panasonic that can identify users
from their faces, serve up content choices based on their individual
preferences, and that allow screen control by hand gestures.
It's easy for business leaders and chief information officers to dismiss
such trends in consumer preference as minimally relevant to enterprise
computing - but that's a "dangerous oversimplification", warns Mr Prentice.
"Not all consumer-targeted technologies find their way directly into
enterprise IT environments," he concedes, "but the growing adoption of these
technologies by individuals in their 'personal infrastructures' is leading
to increasing frustration and dissatisfaction with constraints and
restrictions the corporate IT environment often imposes on users."
Fortunately, it's not just the consumer technology firms that have their
eyes on gestural technologies. At Accenture Technology Labs, research
director Kelly Dempski has a long track record in exploring how they can be
used in business applications, most recently concentrating on building
multi-touch, interactive display walls.
Accenture has installed such walls, for example, in O'Hare International
Airport in Chicago and John F. Kennedy Airport in New York. Consisting of
multiple screens housed in giant custom frames, they use graphics and
touch-screen technology to allow passengers to check the weather at their
destination, read the latest news from CNN, or find out how their team
scored while they were in flight, by simply touching areas on the screen.
This technology, says Dempski, could have equally valuable back-office
applications, presenting vital internal data from back-end enterprise
resource planning (ERP) systems to employees in a control room at a utility
firm, for example. "The aim is to create a mode of interaction that requires
zero training but offers a high degree of interactivity," says Mr Dempski.
At Microsoft, meanwhile, researcher Desney Tan is taking HCI to new levels:
muscle-computer interaction. Mr Tan and his colleagues, alongside
researchers from the Universities of Washington and Toronto, have developed
an armband worn on the forearm that recognises finger movements by
monitoring muscle activity. They have called it MUCI, which stands for
muscle-computer interface and its aim is to make controlling computers and
gadgets easier in situations where the user is otherwise engaged - for
example, when driving a car or in a meeting.
"The human body is a prolific signal-generator," he says. "My work is
focusing on the potential of tapping into the electromagnetic signals that
the brain sends to muscles, which has the potential to harness a whole range
of subtler movements than simply a press or a pinch on an interactive
MUCI currently works extremely well in situations where major arm movements
are constrained and finger gestures are made on a flat surface, he says.
Tests on volunteers have shown that after calibration, the system can
recognise the position and pressure of all 10 digits with 95 per cent
"Where we want to take this research next is to capturing gestures made in
three-dimensional space," he says, adding that the ability to do that and
still recognise gestures with a fair degree of accuracy will start to open
the door to a huge range of potential applications - even recognising and
translating sign language used by deaf people.
Naturally, applications based on gestural computing place a huge strain on
underlying hardware, which is forced to process a larger volume and wider
range of more subtle signals. Among chip manufacturers, this is forcing a
shift in focus from traditional central processing units [CPUs] to the
graphics processing units [GPUs] that, up to now, have primarily been used
in gaming and virtual world environments.
In essence, a GPU is a dedicated graphics rendering device for personal
computers and games consoles that is very efficient at manipulating and
displaying computer graphics.
More important, the ability to process information in a highly parallel way
makes GPUs far more effective at handling a large range of complex
algorithms than CPUs, which process them in a linear, one-at-a-time fashion,
explains Richard Huddy, worldwide head of developer relations at chip
company Advanced Micro Devices (AMD).
"Say you've got an application that uses a webcam to capture shots of a
human subject and analyse their gestures. It will need to figure out the
relationship between each frame and its predecessor in, perhaps,
one-sixtieth of a second, and there's a lot of maths involved in doing that
in a smooth and uninterrupted way. A GPU will do that much, much better," he
In order to get its slice of the gestural computing market, AMD is already
locked in a pitched battle with rivals Intel and Nvidia to deliver advanced
GPU capabilities to hardware manufacturers as soon as possible, with a slew
of new product announcements planned for 2009.
All this means that businesses need to be prepared. No one is predicting the
instant demise of the computer mouse, and certainly not of the keyboard as a
text-entry tool. "Despite the many disadvantages of a design nearing its
centenary, nothing else currently comes close to the functionality of the
conventional tactile keyboard," says Mr Prentice of Gartner.
But there will be a "strong and unstoppable" trend towards a control
interface for technology that is based on simple human gestures, rather than
on indirect manipulation via physical objects such as a mouse, he predicts.
He says that revolution is three to five years off for mainstream business,
but it's not too soon for business leaders to "suspend their natural
scepticism" and start to think about how gestural computing might be used to
address their organisations' most intractable user interface issues.
"The phrase 'paradigm shift' is an overused one, but it's not often that
such fundamental elements of the computer interface change, and the
opportunities for enterprises able to capitalise on these changes will be
substantial," he says.
"Where you innovate, how you innovate,
and what you innovate are design problems"
Will Evans | User Experience Architect
tel: +1.617.281.1281 | will at semanticfoundry.com
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