DIY Input Technology
Pat Hanrahan
Computer Science Department
Stanford University
I3D Keynote, Feb 2009

ImpactPage 1

Bill Buxton’s Preface to
Human Input to Computer Systems:
Theories, Techniques, Technologies(unpublished)

When compared to displays and graphical output,
studies of human-computer interaction have paid
too little attention to input. Interaction is a two-waystreet. To be effective, there must be a balance ofconcern for both directions of communication.
Without this balance, the full potential power andbenefit of the technology cannot be fulfilled.

Page 2http://www.vgchartz.com/The controllers bundled with Guitar Hero releases (from left to right):
Gibson SGs for Guitar Hero & Guitar Hero II (PlayStation 2)
and Gibson X-Plorer for Guitar Hero II (Xbox 360) & Guitar Hero III (PC)

Page 3

The controllers bundled with Guitar Hero releases (from left to right):
Gibson SGs for Guitar Hero & Guitar Hero II (PlayStation 2)
and Gibson X-Plorer for Guitar Hero II (Xbox 360) & Guitar Hero III (PC)

Ocarina by Smule on the iPhone

Page 4

Intuitive Surgical da Vinci System

Page 5

Catalyst

Input is important, and deserves considerable
attention. But once this need is recognized, theintrepid investigator quickly runs into a brick wall.
Useful information relevant to the designer is near
impossible to obtain. The standard texts on
computer graphics (such as Newman & Sproull,1979, and Foley & Van Dam, 1982) give us generaldescriptions of devices, both physical and virtual,
as well as interaction techniques.

Page 6

However, the "real world" is not general. It is madeup of real problems, where the designer has to findsome match among a mix of users, display
technologies, tasks, context and input technologies.
Each situation is different, and requires a deep
understanding of the relevant factors. But where
does one go to obtain this understanding?

2008: 65,000 attendees

Page 7

Steven
Hobley’sLaser Harp

Page 8

History of DIY Input

Page 9

Douglas Engelbart Mouse (1964)

Jef Raskin’s Apple ][ Joystick (1976)

Page 10

Atari 2600 CX40 Joystick (1977)
Just 5 switches!
_________________!
\ o5 o4 o3 o2 o1/!
\ o9 o8 o7 o6 /!
\___________/!
pin #
123
4
56
7
89!
Up!
Down!
Left!
Right!
unusedButton!
unusedGround!
unused !

!
!

Famicom Controller – D-Pad (1983)

Page 11

NYIT BBOP Animation System (1984)

Stanford Responsive Workbench

Page 12

Stanford Responsive Workbench

DIY at Large

Page 13

Makers Faire 2007 Exhibit

Will O’brien
http://hackaday.com/2007/12/01/reader-how-to-wiimote-horse-controller/
http://www.youtube.com/watch?v=cBV8lx5qUv4Page 14

Lee Krasnow
http://www.pacificpuzzleworks.com/

Michael CarterFeb 09 Builder of the Monthwww.mycockpit.org

Page 15

http://arcadecontrols.com/

Dennis Brown

Pat Hanrahan
I3D 2009

Page 16

Thomas White
http://www.naturalrhythmmusic.com/

Page 17

Prototyping

Some Demostrations
1.

MAME microcontroller for switch-based controllers

2.

MIDI instruments

3.

Arduino + Wii Nunchuck

4.

…

Page 18

Wrap-Up

Page 19WIMP

Stu Card’s
Wheel of Reincarnation

Page 20

The Future
Mechanotronics of interfaces
 Mechanical and tactile
 Electronic sensing and analog computing
 Computing and signal processing

Every light switch will have a microcontroller
Every power outlet will sample power consumption

Page 21

The Future
Sensing of the real-world (sensor net, Street View)
Coupled with simulation of the virtual world
At a massive scale (Google Earth, Second Life)
How will we interact with the system?

Page 22

Missing Ingredient:Interactive Techniques

Comments?

Page 23

Jeff Han

Page 24