Tuesday 26 June 2007

Buzzword du Jour: Haptic


Haptic, from the Greek αφή (Haphe), means pertaining to the sense of touch (or possibly from the Greek word haptesthai meaning “contact” or “touch”). Haptic controllers allow the user to feel weight, shape, texture, and other tactile qualities of objects in a digital image. It's what the iPhone's interface promises, the Nintendo Wii uses and what Samsung's only-available-in-China-so-far competitor to the iPhone is. It's the new way of interacting with tech and it's coming to a mobile near you soon: tech experts predict 40% of new mobiles will have touch (haptic) screens by 2012.

Time says of our newly tactile tech:

"It's the realization of the core metaphor of modern consumer computing, dating back to the Macintosh or arguably to the first computer mouse, introduced in 1968. The idea was that we would all pretend that abstract digital information is physically real, that we could see it and manipulate it according to physical laws. The iPhone takes the graphical-user interface--the GUI, in the parlance, pronounced "gooey"--a step further and makes it a tactile user interface. You're viewing a little world where data are objects, and instead of just pressing your nose up against the glass, you can reach in and pinch and touch those bits and bytes with your hands. The word is made flesh. Any realer and it would be Tron."

Pictured is MIT's I/O brush from giladlotan's Flickr stream. I/O Brush looks like a regular physical paintbrush but has a small video camera with lights and touch sensors embedded inside. Outside of the drawing canvas, the brush can pick up color, texture, and movement of a brushed surface. On the canvas, artists can draw with the special "ink" they just picked up from their immediate environment.

How Apple Innovates


The Economist has a great article about how Apple gets the jump on most of its rivals ... key bits:

"The first [lesson] is that innovation can come from without as well as within. Apple is widely assumed to be an innovator in the tradition of Thomas Edison or Bell Laboratories, locking its engineers away to cook up new ideas and basing products on their moments of inspiration. In fact, its real skill lies in stitching together its own ideas with technologies from outside and then wrapping the results in elegant software and stylish design. The idea for the iPod, for example, was originally dreamt up by a consultant whom Apple hired to run the project. It was assembled by combining off-the-shelf parts with in-house ingredients such as its distinctive, easily used system of controls. And it was designed to work closely with Apple's iTunes jukebox software, which was also bought in and then overhauled and improved. Apple is, in short, an orchestrator and integrator of technologies, unafraid to bring in ideas from outside but always adding its own twists.

This approach, known as 'network innovation', is not limited to electronics. It has also been embraced by companies such as Procter & Gamble, BT and several drugs giants, all of which have realised the power of admitting that not all good ideas start at home. Making network innovation work involves cultivating contacts with start-ups and academic researchers, constantly scouting for new ideas and ensuring that engineers do not fall prey to 'not invented here' syndrome, which always values in-house ideas over those from outside."

Second, Apple illustrates the importance of designing new products around the needs of the user, not the demands of the technology. Too many technology firms think that clever innards are enough to sell their products, resulting in gizmos designed by engineers for engineers. Apple has consistently combined clever technology with simplicity and ease of use. The iPod was not the first digital-music player, but it was the first to make transferring and organising music, and buying it online, easy enough for almost anyone to have a go. Similarly, the iPhone is not the first mobile phone to incorporate a music-player, web browser or e-mail software. But most existing “smartphones” require you to be pretty smart to use them.

Apple is not alone in its pursuit of simplicity. Philips, a Dutch electronics giant, is trying a similar approach. Niklas Zennström and Janus Friis, perhaps the most Jobsian of Europe's geeks, took an existing but fiddly technology, internet telephony, to a mass audience by making it simple, with Skype; they hope to do the same for internet television. But too few technology firms see “ease of use” as an end in itself.

Stay hungry, stay foolish

Listening to customers is generally a good idea, but it is not the whole story. For all the talk of “user-centric innovation” and allowing feedback from customers to dictate new product designs, a third lesson from Apple is that smart companies should sometimes ignore what the market says it wants today. The iPod was ridiculed when it was launched in 2001, but Mr Jobs stuck by his instinct. Nintendo has done something similar with its popular motion-controlled video-game console, the Wii. Rather than designing a machine for existing gamers, it gambled that non-gamers represented an untapped market and devised a machine with far broader appeal.

The fourth lesson from Apple is to “fail wisely”. The Macintosh was born from the wreckage of the Lisa, an earlier product that flopped; the iPhone is a response to the failure of Apple's original music phone, produced in conjunction with Motorola. Both times, Apple learned from its mistakes and tried again. Its recent computers have been based on technology developed at NeXT, a company Mr Jobs set up in the 1980s that appeared to have failed and was then acquired by Apple. The wider lesson is not to stigmatise failure but to tolerate it and learn from it: Europe's inability to create a rival to Silicon Valley owes much to its tougher bankruptcy laws."