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Patrick made an insightful analogy between small screens and theater stage, arguing that the both have a similar problem: the lack space to show everything you would like to show due to a constraint space. The solutions in the theater can give a good inspiration for designing mobile UIs. He mentioned three typical solutions used in the theater:
- Partially out of the frame - you show something only to a small part and the user's imagination will fill in for the rest. In the theater an example is a ocean liner where you only see a very small part but people imagine the rest. The halo visualization technique [1] is one example for this approach on a mobile device.
- In and out points - people enter and leave the stage at given points providing an illusion of a comprehensible world around the stage (and in the UI case around the screen)
- Direction of interaction to invisible targets - by talking/pointing/looking into a certain direction actors can create an impression of interacting with someone at a certain location - who is not really there and who's position is off the stage.
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Looking at the current re-appearance of watch based computers and phones the idea of back side interaction becomes more and more interesting. In one design he showed how one can interact with a watch size device by interacting on buckle of the watch band. For more on back of device interaction see [2].
[1] Baudisch, P. and Rosenholtz, R. 2003. Halo: a technique for visualizing off-screen objects. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Ft. Lauderdale, Florida, USA, April 05 - 10, 2003). CHI '03. ACM, New York, NY, 481-488. DOI= http://doi.acm.org/10.1145/642611.642695
[2] Baudisch, P. and Chu, G. 2009. Back-of-device interaction allows creating very small touch devices. In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA, USA, April 04 - 09, 2009). CHI '09. ACM, New York, NY, 1923-1932. DOI= http://doi.acm.org/10.1145/1518701.1518995
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