Even space, versatility, & cost aside, there are definitely tasks that a touch screen does better. Using a map with a touch screen is incredibly intuitive compared to a mouse. (I cannot imagine using sliders or other "physical" interfaces)
>A physical button guarantees that the action was performed by the means of feedback
So you've never experienced pressing on a TV remote and nothing happening? On touch screens I can see if the app responded to my interaction. On many button interfaces I cannot.
>taptic stuff still isn't as good as the click of a button
Not sure why you're so confident with this when most people I tell are surprised that their new Macbook touchpad is entirely haptic and not actually moving.
>Don't trust a company that sells ads at the same time as building hardware
So by this definition Apple is worse than Google for privacy?
What sort of map use you have in mind? I find panning (drag+move) and zooming (mousewheel) maps with the mouse very intuitive.
Similarly, two-finger swipe up/down to adjust viewing angle is something that could technically be done with a slider you drag with a mouse, but I definitely wouldn't call that better.
> Even space, versatility, & cost aside, there are definitely tasks that a touch screen does better. Using a map with a touch screen is incredibly intuitive compared to a mouse. (I cannot imagine using sliders or other "physical" interfaces)
Have you used a space mouse? I think it is vastly superior to moving hands, pinching and getting tired after about 3 mins. CAD work requires moving things around for hours on . Pinching, zooming and moving things around with hands is completely insane to a CAD engineer - take a look at this: https://www.3dconnexion.com/products/spacemouse.html
I've been using a space mouse since 2005 for mechanical CAD. I wish I can explain what it is like to use to others because you can't. It is as if its an extension of my senses, and it feels so incredibly natural.
For just inputting rotation, the best ever tried is a trackball which senses a full 3 dimensions of rotation (most trackballs only sense 2 dimensions, with rotations in the third dimension ignored). These have only ever been made as research prototypes, but they were dramatically faster and more precise for people to use than a space mouse.
3D movement is hard to build physical devices to measure; for that maybe the space mouse is the best we can do.
There is a reason why professionals working on 3D software use a Space Mouse - animation studios to Boeing. Everyone got one when you start a new job.
You should try one if an opportunity comes up. Honestly, it will change your mind forever about what it does. And it’s nothing like a trackpoint, trackball or a joystick. I wish I could show it in person to you and blow all previous expectations.
Edit: a couple of things:
* Trackpoint: 2 axis device
* Trackball: 2 axis device
* Joystick: Usually 2 rotational axes, but you can get 3 axes (twist about Z-axis)
* Space Mouse: 6 axis device
You don't need to move things physically... try flipping through pages on iPad for 1 hour straight vs. using PageUp and PageDown keys on a keyboard. See it for yourself which one is more tiring.
Nothing you wrote is in disagreement with anything I wrote, except for the inaccurate assumptions about my past experience and your misunderstanding the main thrust of my comment.
I have used several different space mice, and also taken a couple of them completely apart. I understand reasonably well how they work. They have a fixed internal part which is attached to the (slightly movable) outside shell by several springs, with little position sensors used to measure a proxy for the force and torque exerted on their outside shell. I believe the early versions used strain gauges instead of position sensors, but the result was more or less the same.
> A space mouse isn’t a trackpoint.
You completely missed my point. The part that is similar between a space space mouse and a trackpoint or joystick is that all of these essentially measure force on them, with that input converted by software to velocity (or angular velocity). If you let go they move back to a neutral position instead of staying where you put them. They do not measure the direct displacement or rotation of some physical component or body part. This is different than the input of a mouse or a touchscreen or a knob or a slider or a trackball or a scroll wheel or a dial or a stylus, but similar to the input of an analog trigger or pedal or steering wheel.
> Trackball: 2 axis device
A trackball with the appropriate sensor(s) can be a 3-axis input device (i.e. if the sensor fully characterizes the rotation). There have been several such devices made as research prototypes in various universities and corporate labs, and empirically they are much more efficient to use than space mouse for inputting rotations. However, they have never (as far as I know) been commercially produced.
This is a shame, because I would love to have one, and building hardware for myself is a lot more effort than buying something off the shelf.
> try flipping through pages on iPad for 1 hour straight vs. using PageUp and PageDown keys on a keyboard. See it for yourself which one is more tiring.
This is a non sequitur. But to answer you, I am perfectly happy to flip physical pages on a book for 5 hours straight, without my fingers ever getting tired.
Yep, I did. I am sorry. I personally cannot stand using a trackpoint for precisely the same reasons as you're describing. Conversely, I tremendously enjoy using a space mouse and you would have to snatch it from my dead cold hands! It is so good, I don't know how to explain.
> This is a non sequitur. But to answer you, I am perfectly happy to flip physical pages on a book for 5 hours straight, without my fingers ever getting tired.
As compared to PageUp/PageDown? Which one do you think would make you less tired?
I suppose a tap on the iPad screen is probably technically the least effort, but I don’t find flipping book pages to be a hardship, and being able to write in the book margins, organize books on the shelf, etc. is nice. YMMV.
The most stressful aspect of using a typical workstation computer to read a long document is probably sitting in a typical office chair. You could compensate for that with a standing desk, but the book is still nicer IMO.
> It is so good, I don't know how to explain.
This is mostly because a 2D mouse + keyboard is quite a poor tool for navigating in 3 dimensions. A multitouch screen could conceivably be decent with a well-designed interface, but the common ones aren’t great.
I'm not really sure I understand this, I remember a fair amount of discussion when it came out. But, just trivially, I have the latest MacBook Pro, and if I look at it from the side, it is indeed clearly moving as I press down, and not as some sort of weird millisecond-delayed sort of thing, if I press hard (for force touch), the trackpad clearly angles downward. If I continue holding down, the trackpad continues to be tipped down.
From an experience perspective, whatever the MacBook Pro trackpad does is quite different than the haptic thing my phone does, which does not feel like a press at all (and does indeed feel different in the new iPhone 11 Pro's from the previous XS's that had actually "pressable" screens).
99% of the time the reason I put up with touch screens is so I don’t have to sit at my desk.
My spelling mistakes are either from muscle memory hitting an incorrect sequence of characters, transposing letters, or from me not knowing how to spell a word. How is a touchscreen going to improve any of those problems?
My mouse is far more accurate than my finger and I can zoom more accurately and more quickly with my scroll wheel, it is milliliters of finger travel as opposed to a much larger, and slower mulit finger operation.
Wait what? I think you have that backwards. Unless you’re suggesting Apple sells ads?
Or if I tap the air in a specific way, get an audible tap noise, and know I've completed a preset action (index finger tap = set timer for 5 minutes) its the exact same thing.
How is sound feedback not as good? 99% of phone interactions don't use buttons - are you saying that UX is bad?
Also - every major company sells ads and other products. Every. single. one. Google? Apple? Microsoft? Valve? Netflix? Amazon? Bueller?
User pays the initial cost of engagement - Atleast 2 seconds to unlock the phone. After that, all actions user performs are in the "Engaged State".
Imagine if you have to press a button every 3 mins but you have to pay the 2 second cost of unlocking the phone, searching for the button(which can be memorized) and then getting visual/sound feedback.
Compare this with a Remote Control that is sitting on the table. Pressing a button on it every 3 mins has lower impedance.
The examples you're citing have a fixed 2 second "initialization" cost and then phones are fine as long as you're engaged in a session. All feedback is visual (and sometimes audible). Soli is far inferior to a phone in UX because it literally has no feedback besides "hoping" your gesture would get recognized. Moving hands in air has substantially higher ambiguity than touching your phone in "engaged session" mode.
In my mind the only difference between a button on a remote and a "button" that sits in the air above my coffee table is reliability, which will be solved in the future. I know pressing button x does y, it makes equal sense that moving my hand like x does y. Feedback could be anything from a puff of air, tiny light flash, small 'ding' sound, etc.
Part of that is the two games on the announcement page which show you examples of gestures. Doing gesture x accomplished y in the game, so maybe in the next app you open doing gesture x will accomplish something.
I agree with you, sound can be ok as a signal that something has happened. It is fine with some users, but annoys others (beeps when a camera auto focuses, always a split opinion. Some people like it and some don’t).
I remember when the TiVo came out, that remote was a game-changer:
https://www.ebay.com/itm/Original-Tivo-Remote-Control-/26439...
That remote control is how I explain modal interfaces to people when they can't understand how my editor works.
I like remotes like the Apple TV remote and the Roku remote (except for the fact that the Roku remote is a piece of utter garbage and I want to have strong words with the designer) because they focus on the essentials and let you do everything else through menus.
(The Roku remote is an utter piece of trash for a couple reasons. First, it chews through AA batteries like it’s going out of style. Second, it is not responsive—there is a agonizing delay between when you press a button for the first time and when the action takes effect. My guess is that these defects are because it uses WiFi to communicate with the device, and I can’t understand why anybody thought that was a reasonable technology to choose.)
I built a project at school using a Kinect in 2011. Similar UI/UX model where you can essentially 'sense' the skeleton - we routed that data through a Node app that allowed you to swipe in the air to move through a photo album.
One of the hardest parts of this is getting what people call the 'clutch' right. Basically, how is the interface supposed to know that my arm movement is meant to target the device, and not say a friendly wave to my neighbor? In voice interfaces this is the equivalent of 'hey Siri' or 'Ok google'. With skeleton sensing interfaces we could still do an audio clutch if needed or you'll need to use another body part to engage the action on the device. Fascinating problem and I'm curious as to what clever solutions will surface.
Users tend to gravitate towards what feels "native" to them.
- Vintage radios with sliding marker that shows what the current station freq is - 3 state sliders that show whether something is state A/B/C by simply looking at it. When performing action on such a slider, user immediately knows by the means of performing the action, what the state of the system is! - Volume knobs, shows the current state. - Big bright ON light when a Keithley power supply is supplying power - Lots of Braun products, too many to list.
May be these are obvious but it just reminds me that things we take granted are really important in UX/UI.
My anecdote/complaint related to this. My previous car had knobs, sliders, and just a few well-positioned buttons for the radio and HVAC controls. A very classic arrangement that I got along with just fine.
However, about three years ago, I bought a 3rd-gen Prius. Everything about the car is lovely except for the godawful interior controls. Evidence: https://i.pinimg.com/originals/82/44/a6/8244a6c6662a354dc7ba...
I mean, I get that they were going for a Star Trek: TNG vibe with the whole thing but they totally let form ravish function in this case. _Everything_ is a button, none of the buttons line up, none have tactile feedback to tell you what you're about to press. There are buttons that pretty much never get used, there are _fake_ blank buttons, there are things which never should have been buttons in the first place.
The HVAC controls are particularly bad:
- Except for some little bumps, there is no tactile feedback anywhere around them, so there is no way to use any of the buttons without looking at them first. Which means taking your eyes off the road to change anything. - If you want to make drastic changes to the air temperature, you have to push the button several dozen times _all while watching the display_. On traditional HVAC controls, this job is just quick twist of a knob or push of a lever, neither of which is a great risk to your life. - If you want to change which vents the air is coming out of, you have to cycle through several different options with a single button. Once you've located it, that is. And I _always_ shoot past the one I actually want, which leads to more button pushing, swearing and taking my eyes off the road for _even longer_. - Depending on the configuration, outside temperature, and phase of the moon, the car will automatically decide whether to use interior air or exterior air for the intake. I _always_ have to _constantly_ check visually to make sure the HVAC is configured the way I want it because I can't trust that the car didn't change it for me. - Also the AC will be on whenever the defrost vents are, even though the AC light never comes on. - There is a button on the HVAC panel whose _only purpose_ is the switch the air intake to interior and crank up the fan to 100% for 30 seconds or so. I guess this is the "fart remover" function. I have never seen this on any other car, maybe it's a Japanese thing. - There is a button to turn the ventilation fan off, but not on. You turn on the fan by increasing the fan speed. So if you have the fan running on, say, fan speed 3, and want to turn it off momentarily and then go back to what it was, well, you just can't.
The _only_ knobs on the whole car are at the top of the radio. The are impossible to reach without leaning forward, they are small, and they are stiff. If not for these flaws, the volume knob could be useful but the other knob is the 'tuning' knob which has essentially no purpose in 2019. The few among us who actually still listen to FM radio find their stations via the Seek buttons and program their stations to memory if desired.
And finally, the button to engage the hazard lights is at the _bottom_ of the console within easy reach of passengers, kids, your resting hand, etc. Right where something more useful (and less obnoxious) could be.
/rant
After a few days, the user develops a muscle memory of sorts. User doesn't even have to look at the controller and all actions (and feedback) are executed through the tactile interface. From cockpits to nuclear power plants to home tv remote control, there is absolutely nothing that replaces physical buttons, encoders, sliders and toggles.
I haven't formally studied UI/UX, but these are important:
- Feedback for an action
- Predictable steps to take an action (Muscle memory)
- Fast response
- Expose current state (sliders, toggles do this)
There should be 0% ambiguity or the user gets frustrated. Any piece of technology that puts impedance in this process is no fucking good. User shouldn't have to "guess and wait" whether the device recognized their gesture to swipe. A physical button guarantees that the action was performed by the means of feedback. Nope, sound feedback or taptic stuff still isn't as good as the click of a button. It can be but no one engineers it well. For example MacBook Trackpad that "clicks" without moving is excellent. Seeing touch screens (one exception, phone), cap buttons, gesture controls, etc everywhere makes me sad because it has nothing to do with UX but everything to do with the bottom line (cost) and marketing, and in this case perhaps better ad tracking? I will put this in plain words - Don't trust a company that sells ads at the same time as building hardware. Either sell ads or sell hardware, not both. Google already serves software which relies on trading off privacy (even if it is anonymized). When it comes to hardware, I freak out and no way in hell this thing sits in my home.