In computing, a natural user interface (NUI) or natural interface is a user interface that is effectively invisible, and remains invisible as the user continuously learns increasingly complex interactions. The word "natural" is used because most computer interfaces use artificial control devices whose operation has to be learned. Examples include voice assistants, such as Alexa and Siri, touch and multitouch interactions on today's mobile phones and tablets, but also touch interfaces invisibly integrated into the textiles furnitures. [1]
An NUI relies on a user being able to quickly transition from novice to expert. While the interface requires learning, that learning is eased through design which gives the user the feeling that they are instantly and continuously successful. Thus, "natural" refers to a goal in the user experience – that the interaction comes naturally, while interacting with the technology, rather than that the interface itself is natural. This is contrasted with the idea of an intuitive interface, referring to one that can be used without previous learning.
Several design strategies have been proposed which have met this goal to varying degrees of success. One strategy is the use of a "reality user interface" ("RUI"), [2] also known as "reality-based interfaces" (RBI) methods. One example of an RUI strategy is to use a wearable computer to render real-world objects "clickable", i.e. so that the wearer can click on any everyday object so as to make it function as a hyperlink, thus merging cyberspace and the real world. Because the term "natural" is evocative of the "natural world", RBI are often confused for NUI, when in fact they are merely one means of achieving it.
One example of a strategy for designing a NUI not based in RBI is the strict limiting of functionality and customization, so that users have very little to learn in the operation of a device. Provided that the default capabilities match the user's goals, the interface is effortless to use. This is an overarching design strategy in Apple's iOS.[ citation needed ] Because this design is coincident with a direct-touch display, non-designers commonly misattribute the effortlessness of interacting with the device to that multi-touch display, and not to the design of the software where it actually resides.
In the 1990s, Steve Mann developed a number of user-interface strategies using natural interaction with the real world as an alternative to a command-line interface (CLI) or graphical user interface (GUI). Mann referred to this work as "natural user interfaces", "Direct User Interfaces", and "metaphor-free computing". [3] Mann's EyeTap technology typically embodies an example of a natural user interface. Mann's use of the word "Natural" refers to both action that comes naturally to human users, as well as the use of nature itself, i.e. physics (Natural Philosophy), and the natural environment. A good example of an NUI in both these senses is the hydraulophone, especially when it is used as an input device, in which touching a natural element (water) becomes a way of inputting data. More generally, a class of musical instruments called "physiphones", so-named from the Greek words "physika", "physikos" (nature) and "phone" (sound) have also been proposed as "Nature-based user interfaces". [4]
In 2006, Christian Moore established an open research community with the goal to expand discussion and development related to NUI technologies. [5] In a 2008 conference presentation "Predicting the Past," August de los Reyes, a Principal User Experience Director of Surface Computing at Microsoft described the NUI as the next evolutionary phase following the shift from the CLI to the GUI. [6] Of course, this too is an over-simplification, since NUIs necessarily include visual elements – and thus, graphical user interfaces. A more accurate description of this concept would be to describe it as a transition from WIMP to NUI.
In the CLI, users had to learn an artificial means of input, the keyboard, and a series of codified inputs, that had a limited range of responses, where the syntax of those commands was strict.
Then, when the mouse enabled the GUI, users could more easily learn the mouse movements and actions, and were able to explore the interface much more. The GUI relied on metaphors for interacting with on-screen content or objects. The 'desktop' and 'drag' for example, being metaphors for a visual interface that ultimately was translated back into the strict codified language of the computer.
An example of the misunderstanding of the term NUI was demonstrated at the Consumer Electronics Show in 2010. "Now a new wave of products is poised to bring natural user interfaces, as these methods of controlling electronics devices are called, to an even broader audience." [7]
In 2010, Microsoft's Bill Buxton reiterated the importance of the NUI within Microsoft Corporation with a video discussing technologies which could be used in creating a NUI, and its future potential. [8]
In 2010, Daniel Wigdor and Dennis Wixon provided an operationalization of building natural user interfaces in their book. [9] In it, they carefully distinguish between natural user interfaces, the technologies used to achieve them, and reality-based UI.
When Bill Buxton was asked about the iPhone's interface, he responded "Multi-touch technologies have a long history. To put it in perspective, the original work undertaken by my team was done in 1984, the same year that the first Macintosh computer was released, and we were not the first." [10]
Multi-Touch is a technology which could enable a natural user interface. However, most UI toolkits used to construct interfaces executed with such technology are traditional GUIs.
One example is the work done by Jefferson Han on multi-touch interfaces. In a demonstration at TED in 2006, he showed a variety of means of interacting with on-screen content using both direct manipulations and gestures. For example, to shape an on-screen glutinous mass, Jeff literally 'pinches' and prods and pokes it with his fingers. In a GUI interface for a design application for example, a user would use the metaphor of 'tools' to do this, for example, selecting a prod tool, or selecting two parts of the mass that they then wanted to apply a 'pinch' action to. Han showed that user interaction could be much more intuitive by doing away with the interaction devices that we are used to and replacing them with a screen that was capable of detecting a much wider range of human actions and gestures. Of course, this allows only for a very limited set of interactions which map neatly onto physical manipulation (RBI). Extending the capabilities of the software beyond physical actions requires significantly more design work.
Microsoft PixelSense takes similar ideas on how users interact with content, but adds in the ability for the device to optically recognize objects placed on top of it. In this way, users can trigger actions on the computer through the same gestures and motions as Jeff Han's touchscreen allowed, but also objects become a part of the control mechanisms. So for example, when you place a wine glass on the table, the computer recognizes it as such and displays content associated with that wine glass. Placing a wine glass on a table maps well onto actions taken with wine glasses and other tables, and thus maps well onto reality-based interfaces. Thus, it could be seen as an entrée to a NUI experience.
"3D Immersive Touch" is defined as the direct manipulation of 3D virtual environment objects using single or multi-touch surface hardware in multi-user 3D virtual environments. Coined first in 2007 to describe and define the 3D natural user interface learning principles associated with Edusim. Immersive Touch natural user interface now appears to be taking on a broader focus and meaning with the broader adaption of surface and touch driven hardware such as the iPhone, iPod touch, iPad, and a growing list of other hardware. Apple also seems to be taking a keen interest in “Immersive Touch” 3D natural user interfaces over the past few years. This work builds atop the broad academic base which has studied 3D manipulation in virtual reality environments.
Kinect is a motion sensing input device by Microsoft for the Xbox 360 video game console and Windows PCs that uses spatial gestures for interaction instead of a game controller. According to Microsoft's page, Kinect is designed for "a revolutionary new way to play: no controller required.". [11] Again, because Kinect allows the sensing of the physical world, it shows potential for RBI designs, and thus potentially also for NUI.
The graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm.
A pointing device is a human interface device that allows a user to input spatial data to a computer. CAD systems and graphical user interfaces (GUI) allow the user to control and provide data to the computer using physical gestures by moving a hand-held mouse or similar device across the surface of the physical desktop and activating switches on the mouse. Movements of the pointing device are echoed on the screen by movements of the pointer and other visual changes. Common gestures are point and click and drag and drop.
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.
In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.
Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. One area of the field is emotion recognition derived from facial expressions and hand gestures. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition is a path for computers to begin to better understand and interpret human body language, previously not possible through text or unenhanced graphical (GUI) user interfaces.
A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.
In computing, a shell is a computer program that exposes an operating system's services to a human user or other programs. In general, operating system shells use either a command-line interface (CLI) or graphical user interface (GUI), depending on a computer's role and particular operation. It is named a shell because it is the outermost layer around the operating system.
In computing, multi-touch is technology that enables a surface to recognize the presence of more than one point of contact with the surface at the same time. The origins of multitouch began at CERN, MIT, University of Toronto, Carnegie Mellon University and Bell Labs in the 1970s. CERN started using multi-touch screens as early as 1976 for the controls of the Super Proton Synchrotron. A form of gesture recognition, capacitive multi-touch displays were popularized by Apple's iPhone in 2007. Plural-point awareness may be used to implement additional functionality, such as pinch to zoom or to activate certain subroutines attached to predefined gestures.
Microsoft PixelSense was an interactive surface computing platform that allowed one or more people to use and touch real-world objects, and share digital content at the same time. The PixelSense platform consists of software and hardware products that combine vision based multitouch PC hardware, 360-degree multiuser application design, and Windows software to create a natural user interface (NUI).
Surface computing is the use of a specialized computer GUI in which traditional GUI elements are replaced by intuitive, everyday objects. Instead of a keyboard and mouse, the user interacts with a surface. Typically the surface is a touch-sensitive screen, though other surface types like non-flat three-dimensional objects have been implemented as well. It has been said that this more closely replicates the familiar hands-on experience of everyday object manipulation.
An interaction technique, user interface technique or input technique is a combination of hardware and software elements that provides a way for computer users to accomplish a single task. For example, one can go back to the previously visited page on a Web browser by either clicking a button, pressing a key, performing a mouse gesture or uttering a speech command. It is a widely used term in human-computer interaction. In particular, the term "new interaction technique" is frequently used to introduce a novel user interface design idea.
In human–computer interaction, an organic user interface (OUI) is defined as a user interface with a non-flat display. After Engelbart and Sutherland's graphical user interface (GUI), which was based on the cathode ray tube (CRT), and Kay and Weiser's ubiquitous computing, which is based on the flat panel liquid-crystal display (LCD), OUI represents one possible third wave of display interaction paradigms, pertaining to multi-shaped and flexible displays. In an OUI, the display surface is always the focus of interaction, and may actively or passively change shape upon analog inputs. These inputs are provided through direct physical gestures, rather than through indirect point-and-click control. Note that the term "Organic" in OUI was derived from organic architecture, referring to the adoption of natural form to design a better fit with human ecology. The term also alludes to the use of organic electronics for this purpose.
Hands-on computing is a branch of human-computer interaction research which focuses on computer interfaces that respond to human touch or expression, allowing the machine and the user to interact physically. Hands-on computing can make complicated computer tasks more natural to users by attempting to respond to motions and interactions that are natural to human behavior. Thus hands-on computing is a component of user-centered design, focusing on how users physically respond to virtual environments.
In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
In computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include keyboards, mouse, scanners, cameras, joysticks, and microphones.
A virtual touch screen (VTS) is a user interface system that augments virtual objects into reality either through a projector or optical display using sensors to track a person's interaction with the object. For instance, using a display and a rear projector system a person could create images that look three-dimensional and appear to float in midair. Some systems utilize an optical head-mounted display to augment the virtual objects onto the transparent display utilizing sensors to determine visual and physical interactions with the virtual objects projected.
PrimeSense was an Israeli 3D sensing company based in Tel Aviv. PrimeSense had offices in Israel, North America, Japan, Singapore, Korea, China and Taiwan. PrimeSense was bought by Apple Inc. for $360 million on November 24, 2013.
OpenNI or Open Natural Interaction is an industry-led non-profit organization and open source software project focused on certifying and improving interoperability of natural user interfaces and organic user interfaces for Natural Interaction (NI) devices, applications that use those devices and middleware that facilitates access and use of such devices.
Project Digits is a Microsoft Research Project under Microsoft's computer science laboratory at the University of Cambridge; researchers from Newcastle University and University of Crete are also involved in this project. Project is led by David Kim a Microsoft Research PhD and also a PhD Student in computer science at Newcastle University. Digits is an input device which can be mounted on the wrist of human hand and it captures and displays a complete 3D graphical representation of the user's hand on screen without using any external sensing device or hand covering material like data gloves. This project aims to make gesture controlled interfaces completely hands free with greater mobility and accuracy. It allows user to interact with whatever hardware while moving from room to room or walking down the street without any line of sight connection with the hardware.