TouchWall: Touchstone or Touch Wood?

Updated EddieC 0 Tallied Votes 351 Views Share

Before I tell you about Bill Gates’ speech at CEO Summit 2008 today, I’d like to share one more story from my trip to Orlando for STAR EAST last week. And then I’ll tie the two together.

In my May 10 post from the conference, I mentioned “Testing Dialogues—In the Executive Suite,” an extremely entertaining keynote speech by James Whittaker, a software architect at Microsoft. In part of his presentation was a Microsoft video shown at one of its employee meetings. It opens with a female runner that’s using a device to monitor her vitals as she jogs along a baron landscape.

At the same time, a man—presumably the woman’s doctor—is receiving the same health data on a screen in his office. He taps on a futuristic-looking wireless keyboard, and as the woman gets home her device alerts her to a message. She points the device toward a wall, which suddenly displays a live image of her doctor; he’s telling her something about the data he received during her jog. A full-wall display accompanies his consultation, plotting her health data in colorful, animated charts.

As video continues, it chronicles her visit to the doctor and the software’s complexity escalates. The medical building senses her presence, guiding her movements with floor arrows and wall signs. The rest of the story is not important. The point, Whittaker said, was the reaction of the audience of Microsoft employees as they took in the fantastic fairy tale. “When it ended, they sat perfectly silent—they were in awe,” he said. Except, that is, for a row of software testers in the back row giggling and shaking their heads. When asked why, they said “That stuff’s never gonna work.”

Not to throw a wet blanket on Microsoft’s TouchWall demo today, but remember the hoopla surrounding Surface—the company’s touch-based table computer introduced a year ago now? All I remember is a big splash followed by lots of nothing.

In his keynote speech today, Gates demonstrated the wall-mounted system and a 4x6-foot display running Vista and an application called Plex. The multi-touch system permits navigation by hand ala iPhone. Objects can be moved, scrolled, opened, closed and zoomed, and all with the touch of a hand. While all that’s really nice to look at, it’s also a bit too much like Tom Cruise in Minority Report: Too far in the future to care very much. And besides, “That stuff’s never gonna work.”

Dani AI

Generated

As observed, the spectacle of a large multi‑touch wall draws awe—and the healthy skepticism software testers often voice. That scepticism usually comes from seeing demos that gloss over the real engineering, user‑experience and operational problems that make a prototype hard to ship. The short primer below explains the common gaps and gives a compact checklist for deciding whether a wall‑mounted touch idea is viable in a real environment.

Common practical barriers

  • Sensing reliability: large surfaces magnify occlusion, ambient‑light interference and accidental touches. Camera‑ or IR‑based approaches scale better than commodity capacitive panels but need careful calibration and controlled lighting.
  • Latency and throughput: demos can hide expensive processing. High frame rates and low input latency are essential for a responsive feel; add profiling and hardware budgets early.
  • Interaction design and ergonomics: vertical, large surfaces change reach and fatigue dynamics. Gestures that feel natural on a phone often fail on a wall; design for coarse, well‑spaced targets and short interactions.
  • Cost and maintenance: oversized glass, protective coatings, mounting, and regular cleaning/servicing push total cost far above “demo” estimates.
  • Multi‑user conflict: concurrent input needs clear focus, ownership and visual affordances to avoid chaos.

Quick evaluation/prototyping checklist

  1. Define the single strongest, measurable use case (what task must this solve better than a tablet/PC?).
  2. Prototype fast and cheap (projector + camera + TUIO/gesture layer) to validate interaction patterns before buying expensive hardware.
  3. Instrument everything—log touch events, timestamps, CPU/GPU load and camera frames to find latency sources.
  4. Design UI for short, seated/standing bursts, larger targets, and clear user partitioning.
  5. Test in the real environment (lighting, cleaning cycles, simultaneous users).

Troubleshooting & long term notes
Instrumented testing will reveal whether problems are design choices or hard limits. Many demo‑grade ideas become practical once a precise use case, sensible sensing tech and robust UX are chosen—so tester skepticism is a useful guardrail, not a final verdict.

EddieC 0 Posting Whiz in Training

Sorry about the messed up link. You can find the video here:

http://www.istartedsomething.com/20080315/microsoft-future-personal-health-video/

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