Project Proposal - Novel Multi-Touch Interaction Enhancement

Background

The basic ideas of a multi-touch or multi-point input device have been around for quite a while, but are just now entering the public attention and the marketplace. The use of a multi-touch pad (sensor only, no display, like a laptop trackpad) or a multi-touch screen (sensor overlaid on a computer screen, like an iPod Touch screen or the Microsoft Surface table) provides a variety of beneficial new interactions with computer structures, while having limitations and weaknesses that are complemented by existing keyboard, mouse, and other input device technology.

Apart from the apparently obligatory “pinch-zoom” and “twirl-rotate” interactions, new, public implementations of multi-touch tech do not take advantage of the unique interactions possible to create more efficient work patterns: rather, seemingly arbitrary multi-finger “gestures” that lack the immediacy of the pinch-zoom and twirl-rotate actions.

Using computer vision software and some relatively elementary hardware development, a multi-touch device can be built and perform basic mouse-replacement operations. However, besides this basic function, which is subject to severe limitations, the existing software for multi-touch devices essentially serves as proof-of-concept demos or gizmos, providing little improved interaction with “regular” software used outside of a tech demo.

Generalized Goal

To construct a multi-touch input device based on available public descriptions, and develop a useful interface innovation (software or improvement to software) that allows a user with a multi-touch device as well as more conventional input methods to make the best use of each device and improve their efficiency.

Constraints and Guidelines

  • A multi-touch device has definite strengths (direct manipulation of objects, whole-hand interactions, etc) and weaknesses (poor precision pointing, limited or no haptic feedback) compared to other input tech. Solutions should be designed explicitly with these in mind, letting each input device handle what is most natural and efficient.
  • Care should be taken to ensure that solutions are comfortable to use for extended periods of time (ergonomically sound).
  • HCI principles such as Fitt’s Law should not be neglected despite the novelty of the interaction.
  • Try to design something brand new and genuinely useful!