Friday, October 28, 2011

I'll be pretty silent for a while. I'm working on a new product.

You'll be hearing a lot about Physical Vision in the near future!

Monday, March 28, 2011

Physical Vision, The Alternative to Kinect

We've been building a Kinect-like solution that is optimized for public events. If you are a Kinect-o-phile, it works with Kinect. If you aren't we work with a range of other sensing options!

Here's a preview:

Saturday, February 26, 2011

Austin Lane Joins Physical Vision

We are super excited to be joining forces with Austin the co-founder/designer/producer of the award-winning, best selling Creavures and Guns of Icarus. He'll be working with us to create the next generation of 3D interactivity!

CreaVures | MuseGames.com from Muse Games on Vimeo.


Guns of Icarus | MuseGames.com from Muse Games on Vimeo.

Friday, January 28, 2011

Physical Vision Welcomes Caleb Johnston!

We are super excited to be joining forces with Caleb. Most recently, he was instrumental in building this for Rockwell Group:

Cosmopolitan Hotel: West Lobby from dan savage on Vimeo.

Sunday, October 24, 2010

This listing has been really popular over the past couple of weeks.

Luke's post drew thousands of hits to this post last week.  If you missed it, here it is:

The 10 Best Articles on Multitouch


Multitouch Maven/Point and Do are a year old today! The unexpected joy of doing this blog has been the opportunity to meet so many unique and interesting people, both online and in person.

I've pulled what I think are last year's ten best posts for your enjoyment.

1. 5 Questions for Planning a Multitouch Interface

2. Creating Intuitive Gestures Using Object Orientation

3. Basic Human Factors for Multitouch/Interactive Displays

4. Critiquing James Bond's Multitouch Computer

5. Indirect vs. Direct Manipulation

6. New Multitouch Interface Conventions

7. The Coming Multitouch Gesture IP Wars

8. Why Microsoft's Future Vision Will Fail

9. Building an Effective Multitouch Keyboard
10. Why Microsoft is Smart to Open Digital Lifestyle Stores

This blog is a two way conversation. Drop a line. I'd love your feedback on where to go next.

Always Inspired.
Jonathan

The Future of Mobile Isn't on the Phone

I gave the opening keynote at Design for Mobile this year. Luke Wroblewski was kind enough to take notes and post them to the world. They've been lighting up the Twitterverse! If you are at all interested in forms for mobile, check out his blog: http://www.lukew.com

Here's Luke had to say about what I had to say:

In his opening keynote at the Design for Mobile conference in Chicago IL,. Jonathan Brill discussed several future scenarios for mobile user experience and their potential. Here's my notes from his talk:

* The future of mobile isn’t on the phone. It requires being aware of environments. People are more than an eyeball and a finger.

* Four scenarios on what happens after touch: video everywhere, screens and personal devices, super mobile, and mobile and personal devices interacting.

* Video everywhere: interactions can happen everywhere because the cost of developing video displays keeps going down. But while display material is cheap, the hardware and components required to run interfaces on displays currently is not.

* Screens and personal devices: experiences and tasks that move across several screens. This relies on the idea that things need work with the same standards.

* Super mobile: with cloud computing your mobile device can become incredibly powerful. It took 800k machine hours to create Toy Story. Now you can do it in five minutes on the cloud. Cloud computing accounts for 1-2% of growth of national energy footprint. It's the largest growth on the grid right now.

* Mobile and personal devices interacting: example –Nike plus and near field communication between devices.

* These four scenarios are starting to come into existence. But for any of this to happen: design, hardware, and software needs to be more tightly integrated.

* We have to move from training users to predicting them. Make devices respond to users instead of the reverse.

* This has a big impact on process: The timeline between documentation and production has closed up. Documentation, production, and users have now come together. Designers are no longer working with a pre-defined set of tasks. But on ecosystem development. Where the feature set is unknown and is shaped by user behavior and involvement.

* We need to design for where users are. The reality is phones are mostly inappropriate devices in many contexts. Be aware of environment. There are massive blocks of time where phones are unsafe for people to use. In the future, most mobile devices won’t be phones.

* Tasks need to occur across multiple devices. The environment is as important as what’s on the display. Computers need to filter, process and deliver relevant content and feedback.

* Customer ecosystem –how do people spend their time? What are they interested in? When Brill started off as a designer, thinking about customers meant: color palette. Now it's understanding how/where they spend time.

* What Brill is focused on now: Multi-display/device interaction, 3D and gestural interfaces, glasses 3D display, Radios in things besides phones, positional and visual search.

* Voice recognition, roll-up displays, and mesh networks have been “three years away” for a long time now.

* When investigating, predicting, developing new technologies, laughter and delight signal a business opportunity.

Monday, October 4, 2010

Microsoft Lightspace

Really cool stuff. We've been doing a lot of work in this space, of late.



I wonder where MS is going...don't see how you can do any of this sort of thing without owning the hardware production. Hmmm.

Monday, June 7, 2010

An Easy Way to Build Your First Multitouch Surface



Anne Roudaut just sent me this sweet video on how to make a basic multitouch FTIR setup. Here's the follow up documentation.