Usability Quote of the Day

May 23, 2012

There's something very odd going on here. If designers made completely unrealistic assumptions about the physical world when designing technology, then we would blame them (and likely sue them) for technical incompetence. Yet when they make grossly unrealistic assumptions about human nature... we don't blame the designers, we blame the unfortunate people who are just trying to do what the design requires. -- Kim Vicente, The Human Factor, p. 45.    (via interaction-design.org)

Sunday, March 26, 2006

The State of Virtual Reality

A very good article about the history and direction of VR ...

"Though the current state of VR technology is ahead of what has been brought to the consumer market thus far, compelling applications still need to be developed -- ones that really open up new services and information sources almost as much as the Web has already done," said Jackie Fenn at Gartner.

Virtual Reality had a genuine buzz going for it about 10 years ago, when movies like The Lawnmower Man and Virtuosity were getting the green light, and Nintendo's Virtual Boy game system attempted to bring the so-called artificial world into everyday living. The possibility of complete immersion in a computer-generated environment seemed, for a time, to fire up the public's imagination.
These days, however, virtual reality, or VR, is rarely mentioned in the news media. The Virtual Boy was a colossal failure, movies featuring VR are largely relegated to cult status, and, in general, the technology has failed to live up to the promise that it would transform our lives in areas ranging from entertainment to education to sports. What happened?"   continued ...   (Via NewsFactor Network)

Virtual Reality - User Interface Design, Human Computer Interaction (HCI), Ergonomics

Virtual Reality

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