Where Computer Interfaces Are Going : 3D Beyond Games

This article serves two purposes. It is a discussionseeing more 3D incursions. Operating systems and
about the future of computer interfaces; and it is aapplications are beginning to capitalize on what 3D has
means by which I can purge myself of thoughts thatto offer. The precise nature of how and where 3D
have been accumulating on this topic for quite a fewcan best be incorporated is an open question, and a
years. Even if it fails as intelligent discourse on the first,framework to evaluate these questions seems
it will have succeeded in the second. Previously the titleappropriate. As a rough starting point it seems
was Where Are Computer Interfaces Going? butreasonable to divide the attempts into two broad
after writing it I noticed a significant number ofcategories: those that are trying to simulate the
predictive passages and decided to be bold and movephysical world and those that prefer more abstract
the "are". Of course now I feel obliged to add arepresentations. If you'll indulge me, I'd like to call these
disclaimer. I admit right here, or at least in the nexttwo approaches, respectively, the "Physical Simulation
sentence, that I don't know where computer interfacesApproach" (PSA) and the "Abstract Representation
are going. I don't know.With that out of the way, I'd likeApproach" (ARA).Developers in the PSA camp are
to start, as many interfaces do, with the metaphor. Intaking physical simulations and hanging applications,
the 80s and 90s successful interface design and anweb sites, movies, and pictures on simulated walls.
appropriate metaphor were taken to be nearlySimulated desks have functional simulated calculators
synonymous. Although a good metaphor is important, iton them. And, perhaps, there is a simulated sun outside.
imposes unnecessary and artificial restrictions. So whyIt's all very familiar and comes with a nice minimal
is it so important? The best, perhaps only, reason islearning curve.The ARA camp are working on strange
familiarity. Unfortunately, familiarity comes at a cost: thevisualization techniques to view complexity and
shorter learning curve can require speed and ability topatterns in large amounts of data. They have general
be sacrificed.Consider the ubiquitous desktopgraphs floating around in space with links joining
metaphor. What is more powerful, the abstractconcepts and words together in arbitrary ways. They
construct of a tree, or a single flat surface to placehave nifty algorithms that filter the salient
your papers on? Well, a tree is. In fact it is so muchcharacteristics of large data sets so you don't get
more powerful that it is the cornerstone of all modernoverwhelmed. Their attempts are, by far, much harder
file systems. Trees are great, they impose anto describe with these mere words.In practice many
organizational order that is common in natural systems.attempts will combine aspects of both philosophies. I
General graphs are, perhaps, too general. DAGssuspect that successful attempts at a 3D interface will
(Directed Acyclic Graphs) are a good contender;have to balance these two extremes in appropriate
largely because of their acyclicness, but also becauseways. Objects in a functional 3D interface should
they extend trees in a well defined way. I suspect thatprobably be represented with models that are familiar,
trees are so useful because we can't movejust like the icons on your desktop are often imitations
backwards in time. Species speciate, languagesof familiar real-world objects. This is a PSA property.
extend, and software bloats. To fight these is to fightOn the other hand, tree-based organizational systems
the increasing entropy of the universe.Would it be awould be well advised. Very much an ARA
good idea not to allow folders within folders withinconcept.Text should always be view-plane aligned, as
folders just because it would be physicallyshould images. This is one of those 2D features
cumbersome, and at some point impossible? Probablymentioned earlier. Images and text may be scaled, but
not. Do icons have a real-world counterpart? Not really.they should not present themselves at an angle.
Metaphors should be, and have been, taken only soVertical and horizontal edges need to remain vertical
far.So what does the future hold? Will interfaces beand horizontal. Of course, these features are trivially
3D? Will we be stuck with rectangles forever? I thinkpresent with your desktop interface as well.And
it's reasonable to say both have their place. People onthere's an important lesson: build on the backs of
the 3D side think that we humans see, work, live, andgiants. The desktop UI is successful for a reason, not
play in 3D. We don't. They say they can't wait untilsimply because it has a familiar analogue in the
there are fully 3D monitors that you can walk around.physical world, but rather because it behaves in that
Why? Our retinas, as well as birds whose eyes aresame useful way that real desks behave. It takes
plastered on the side of their heads, areadvantage of a well-established ability; spatial memory.
two-dimensional surfaces. Birds have flatter vision thanYou put something down and it stays there.Useable
we do, if not as Euclidean, because they don't haveinterfaces need a certain amount of persistence in
the benefit of the tiny bit of 3D depth perception atheir structure. Having objects stay where you leave
predator gets by overlapping images. I've heardthem is one good way to achieve persistence. Placing
graphics programmers explain that their 3D sceneobjects manually, whether on your desktop or in a 3D
was being projected onto a flat 2D screen and so itenvironment, takes advantage of spatial memory. We
was no longer really 3D. But consider this: everythingcan remember, in context, where we've left hundreds
you see in this world is like that. It all gets projectedof objects (notwithstanding car keys; they get moved
onto our flat retinas. We just have really big brains. Aaround too much). You probably know where your
3D scene is constructed in our mind regardless ofcamera is and where the light switches in your home
whether what we're viewing is on a flat computerare. By positioning objects manually you can give them
monitor or in that nether-world known as real life. Insome context; perhaps by placing pictures of your
fact, most brains do a decent job of scenefamily to the left, and panoramic vistas to the right.
construction even with one eye closed. From 2D toContextual clues help you remember.I've heard the
3D. Impressive!People on the 2D side think that weassertion that adding a single extra dimension doesn't
humans see, work, live, and play in 2D. We do, after all,buy you much organizational power and that the
have flat retinas, like playing tennis on flat tennis courts,added navigational complexity isn't worth it. Others
and eat dinners from flat plates on flat tables. But wethink that we need an n-dimensional space to do a
don't live in 2D. Our brains are really big. 1.3 litres big.good job. Aside from the obvious observation that we
More than enough dendrites, axons and otherseem to exist in a macroscopically three-dimensional
brain-things to contain a nice 3D representation of theworld (macroscopically was added just to keep any
world we live in. Clues to build the scene abound:physicists-who-may-know-better reading) and are
motion, foreshortening, and the aforementioned depththerefore good at 3D manipulations, there is evidence
perception.The truth is some things are better in 2Dthat the jump from 2 to 3 dimensions is of a more
and some 3D. Writing a letter? Use a desk. Put a flatfundamental significance. If you draw a bunch of dots
piece of paper on it. Want to file that letter away?on a piece of paper you will not be able to draw lines
Wouldn't it be cool if you could just let it hover in somejoining the dots in all possible configurations unless the
large 3D organizational space? Here's what I think.lines cross (given some sufficiently large number of
Text: 2Ddots. I think 5 might do it). However, once you hit three
Reading and Writing: 2Ddimensions, all configurations are possible without
Organizing and Grouping: 3Dcrossings. Adding a fourth or fifth doesn't have any
Visualization of Data: Dependsfurther beneficial effect. Admittedly there is some
It has occurred to me that 2D representations shouldhand-waving going on here; but the result has
be considered a feature of an interface. It's beneficialimplications for some possible interface designs; and it
that text documents are lined up nicely for you in apoints to using three dimensions.So why haven't
window. If head-or-eye-tracking hardware were moreinterfaces changed much in the last 20 years? One
widespread, we'd have software that couldpossibility is that the desktop is in some way an optimal
compensate for (single) users who are not directly inrepresentation. More likely, however, is that it is simply
front of their screens. Imagine looking at your monitora functional representation; no need to change when
from an angle but still having the text of this articlechange takes effort, right? We expect to be able to
appear flat. That would be a pretty neat feature (onsit down in front of a new interface and immediately
the other hand, it might just look strange and make yoube as productive as we were before. We have all
sick; hard to tell without trying it).Because the input islearned to use the desktop and menu-driven interfaces
essentially 2D, I predict pure 3D imaging devices willbecause we haven't had a choice. It has taken time;
prove to be a novelty even if the enormous bandwidthjust as learning to read and write took years when we
problems can be solved. A graphics card that draws awere younger. Even the keyboard and the mouse,
480x480 pixel scene at 60fps would take 8 secondsalthough perhaps easier than writing, have taken time
to update a 480x480x480 cube. Yes, I understand thisand effort to master. New interfaces will face the
is a vast simplification. Somehow restricting renderingsame hurdles. Their designs will need tweaking to
to the surfaces of an object might help, but it soundsreduce the learning curve as much as possible. The
tricky. Regardless, the same or better effect will beusers of these new interfaces will need the patience
achievable by feeding a couple of 2D images to eachto develop efficient usage patterns; and the interfaces
eye. Technology that takes this approach will be morethemselves will need to be entertaining enough to
successful. Devices that project images directly ontomitigate the patience required. All these efforts will yield
the retina seem like a reasonable approach; along withinterfaces that are not only more enjoyable, but faster
any tracking technology that may go with them.Theand more useful.Tristan Grimmer is technical director at
next 10 years will be a transitional phase for interfaceUpper Bounds Interactive Inc. Previously a video-game
design. 3D rendering technologies already have aprogrammer, and much earlier than that a young boy
stable home in the entertainment, video game,trying to get his Vic-20 to accurately compute Pi,
simulation, and design sectors. Although 2D interfacesTristan now spends his time working on Tactile 3D in
have dominated everything else, I expect we will startan attempt to rid the world of rectangles.