andrea-cart254

Tuesday, October 25, 2005

Interface Design




I am still not entirely sure that this particular design is much better than the initial one I dreamed up, but I did make a few improvements (both on an aesthetic and practical level).

This interface is meant to be used as a computer, by today's standards, but what I tried to do was eliminate the barrier or boundary normally experienced when using a desktop/laptop computer and tried to make user and computer one.

First off, this interface is a complete virtual world within the scope of your mind's eye. It functions with the basis that your thoughts control the entire "computer", and with that carries an incredible intuitive capability. The only physical instrument you would need is the piece of technology (seen in picture 1, slot 1) that fits behind your ear. This would basically interpret all your thought processes and create a virtual world (tailored to user preference and character) in which you can interact with, however, all this interaction (motion, speaking, etc.) would be completely symbolic and nothing but thought would actually be transpiring (the reason for this being is that the human brain usually needs some sort of physicality to associate with an activity). Furthermore, the VR realm I depicted in my interface design is one I suppose would be particular to my user preferences.

Much of the environment, or "kernel", I conceived of was inspired by the coding world shown in hackers (i.e. electronic building symbolizing the internal architecture of a computer). Certain programs and utilities are specific to a certain sections (i.e. buildings) of the virtual world, and because of the 3D aspect, you can navigate all around the system instead being constricted to a screen or 2D space.

As I mentioned, all motions are merely symbolic for actual thought, so when you point to a program you want to run, you are actually thinking of it and initiating it with the same ease as daydreaming of being somewhere else. Also, the saving of pertinent information or material cannot be saved on the device, but rather must be saved on the unused portions of your brain (ever hear the expression that you only use 10% of your brain?). The advantage to this is that if your device ever gets misplaced or damaged, your files will still be intact. However, if you ever suffer brain damage, files might be lost, but I would imagine you would have bigger problems than worrying about about a paper you're writing.

I added the slides, buttons and other console-like devices simply to illustrate what controlling certain elements within a program could look like, but they are in no way meaningful, because, as I mentioned, it is metaphorical for thought.

And finally, when immersed in this VR world, you are not completely catatonic but still susceptible to external stimuli. This way, at a moment's notice, you can log off and go about your physical routine.

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