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Interfaceless: Conscious Design for Spatial Computing with Generative AI (Design Thinking) 1st Edition Diana Olynick full chapter instant download
Interfaceless: Conscious Design for Spatial Computing with Generative AI (Design Thinking) 1st Edition Diana Olynick full chapter instant download
Interfaceless: Conscious Design for Spatial Computing with Generative AI (Design Thinking) 1st Edition Diana Olynick full chapter instant download
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Design Thinking
Design Thinking is a set of strategic and creative processes and principles
used in the planning and creation of products and solutions to human-
centered design problems.
With design and innovation being two key driving principles, this
series focuses on, but not limited to, the following areas and topics:
• Psychology of Design
• Ergonomic Design
Diana Olynick
Interfaceless: Conscious Design for Spatial Computing with Generative AI
Diana Olynick
Winnipeg, MB, Canada
Acknowledgments�����������������������������������������������������������������������������xix
vii
Table of Contents
viii
Table of Contents
ix
Table of Contents
x
Table of Contents
Case Study: Apple’s Vision Pro (Figure 6-4) and Spatial Computing�����������������148
AI and Predictive Behaviors������������������������������������������������������������������������������150
Computational Methods in Spatial Computing��������������������������������������������151
Interaction Paradigms in Spatial Computing�����������������������������������������������153
From 3D Interfaces to Interfaceless������������������������������������������������������������155
Optimization and Performance Considerations�������������������������������������������158
Security and Privacy in Spatial Computing��������������������������������������������������161
AI and Machine Learning for Behavior Analysis������������������������������������������������164
Real-Time Scene Segmentation in Spatial Computing��������������������������������164
Predictive Human Behavior Analysis in Spatial Computing�������������������������164
Quantum Computing and Spatial Experiences��������������������������������������������������166
The New Era of Virtual Assistants���������������������������������������������������������������������169
Understanding Voice User Interfaces (VUIs)������������������������������������������������172
Challenges and Innovations�������������������������������������������������������������������������174
Steps Toward Inclusive and Accessible Interfaceless Designs�������������������������174
Understanding the Context��������������������������������������������������������������������������175
Summary: A Deep Dive into Interfaceless Environments����������������������������������180
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Table of Contents
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Table of Contents
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Table of Contents
Appendix D: References��������������������������������������������������������������������333
Index�������������������������������������������������������������������������������������������������337
xiv
About the Author
Diana Olynick stands at the crossroads of
design, engineering, and spatial computing
innovation. As a registered professional
engineer, she brings a blend of technical
acumen and design creativity to the XR field
with over a decade of experience. Beyond
academia, Diana’s voice has resonated
globally, with invitations to speak at several
esteemed international conferences. She has
dedicated herself to educating the next generation, guiding them through
the intricacies of spatial computing and conscious design. Her ability
to deconstruct and demystify complex XR topics for a wide audience
sets her apart. In a rapidly evolving digital landscape, Diana is a leader
fostering the transformative potential of interfaceless. Diana’s educational
contributions can be found at www.dianaolynick.com.
xv
About the Technical Reviewer
Jerry Medeiros is a seasoned professional
with over a decade of hands-on experience in
immersive technology, focusing on games and
extended reality. With a robust background
in artificial intelligence, Jerry brings a unique
perspective to the intersection of technology
and interactive experiences. Holding a
bachelor’s degree in game development with a
specialization in interaction design, as well as
a master’s degree in computer science with research expertise in artificial
intelligence, Jerry is well-versed in cutting-edge technologies and their
applications.
xvii
Acknowledgments
First and foremost, my deepest gratitude goes to my family: Sara, my mom,
Stephen, Gani, and Penny. Their unwavering belief in my ability to convey
this pivotal message to the world was the anchor of my inspiration. And
to my two faithful dogs, who patiently awaited their cuddles as I poured
my heart into these pages, thank you for the silent comfort. Together, their
collective support was the beacon that guided me through the long nights
and challenging moments of this journey.
To the diligent teams, editors, and managers who helped bring this
vision to life, Welmoed Spahr, James Robinson-Prior, James Markham,
Gryffin Winkler, Shonmirin Vareichung, and everyone else involved in the
project working so hard to make this a reality—thank you. To every expert,
colleague, and friend who offered insights—your contributions have been
invaluable.
As you’ve journeyed through this book on spatial computing and
generative AI, I invite you to a brief moment of reflection. Consider the last
interfaceless interaction you had. How did it shape your experience of the
digital world?
To those picking up this book in the distant future, I hope its contents
have not just informed but have also been a testament to the commitment
of our era toward conscious, ethical design.
A heartfelt acknowledgment to the developers, designers, and
visionaries behind the algorithms that power our digital age. While
these algorithms operate silently, they are born from human ingenuity
and aspiration. Their interfaceless interactions are evidence not just of
technological advancement but of our collective human drive to innovate
and improve.
xix
Acknowledgments
During the writing of this book, a chance interaction with a new piece
of generative AI solidified the urgency and relevance of this work for
me—a machine-generated piece of music that stirred human emotion just
as poignantly as any human composition.
But most importantly, dear reader, thank you. By engaging with this
content, you’ve made this work truly alive. And I hope, in some way, it
empowers you to shape the future of spatial computing with intentionality
and care.
xx
Introduction: The Challenge
of Conscious and
Interfaceless Design
What if there was another way to interact with technology? What if it could
understand us effortlessly, be intuitive, and feel natural? This is where
interfaceless design comes in—a vision of technology that understands
and adapts to us seamlessly creating interactions while being invisible in
the background.
Although it is a very exciting journey, reaching this future comes with
its set of challenges. How do we teach machines to comprehend not just
our words but our intentions, emotions, and the context in which we exist?
How can we ensure that technology respects our privacy, individuality,
and humanity? How do we design technology that enhances our lives
without becoming intrusive?
Finding answers to these questions requires a combination of
technological expertise, psychological understanding, and design
principles. This is where the Mindful Spatial Design Framework (MSDF)
comes into play—a paradigm that brings together these fields to guide us
toward a mindful approach in creating technological experiences from
our own awareness and empowerment. The most important nuance of the
framework: You are invited to actually create your own!
This framework is proposed as a general guide to assist designers
and technologists in the creation of experiences that truly resonate with
humans. It places an emphasis on mindfulness and empathy, urging
designers to consider how their creations can impact the emotional well-
xxi
Introduction: The Challenge of Conscious and Interfaceless Design
xxii
Introduction: The Challenge of Conscious and Interfaceless Design
Within the pages of this book, we also delve into the history of AI and
its pivotal role in shaping its path. Moreover, we explore approaches for
harnessing AI’s potential within design while providing valuable insights
into mindful design principles. Through engaging case studies showcasing
implementations, readers are guided on how to bring these principles to
life using preliminary models of AI while foreseeing the most advanced
and upcoming possibilities in its evolution.
An important note to keep in mind is that throughout the book I
don’t refer to “user(s)” but “human(s).” The reason is because the term
“user” already has a connotation of an individual that is isolated from the
process and someone that we are trying to find data from, with the goal of
integrating that data into the design process, mostly for business purposes.
This approach has taken design to the direction of imposing onto the
“user” a specific interaction journey they need to follow rather than how
they can cocreate and actively participate from the full human perspective,
which is the purpose of conscious and mindful design.
Finally, whether you are a designer venturing into frontiers, a
technologist interested in the future of human-computer interaction, or
even a futurist intrigued by the convergence of AI and design, this book
aims to ignite your imagination, challenge your perspectives, and equip
you with the necessary knowledge to be at the forefront of this thrilling
frontier.
So step into our vision for a future where design transcends interfaces
and becomes synonymous with experiences. Welcome to an era defined by
interfaceless design.
xxiii
CHAPTER 1
2
Chapter 1 Setting the Stage for the Interfaceless Future
3
Chapter 1 Setting the Stage for the Interfaceless Future
4
Chapter 1 Setting the Stage for the Interfaceless Future
5
Chapter 1 Setting the Stage for the Interfaceless Future
With the introduction of the first computers, the systems for interaction
were designed depending on the type of device and its capabilities (that is
one of the reasons that 2D interfaces do not make sense for more advanced
computing devices). So in the first computer models, we could see the
use of physical interfaces like the command line and punch cards, which
were like writing a letter by hand, while command-line interfaces were like
using a specific code or language to speak. As the computers evolved, the
interfaces also changed giving advent to the graphical user interfaces or
GUIs, featuring more visual and graphic displays with cursor, icons, and
windows. From here, another switch happened from button devices to
smart touch–based screens.
At the outset of mobile devices as well, the use of voice commands
and virtual assistants, like Alexa and Siri, marked the beginning of
spatial interactions and reduction of manual inputs. Next, it is the more
proliferated use of head-mounted devices (HMDs) with virtual reality,
augmented reality, or mixed reality, not only for the video game industry
but any other field of work, education, or entertainment at large, allowing
gesture and motion recognition features, facilitating the understanding of
human gestures or movement without touch. Now, we are moving next to
Brain-Computer Interfaces (BCIs) that facilitate the reading of the human’s
intention through neural signals.
As we might presume, the move toward “interfaceless” experiences is
not only technological, practical, and functional but also philosophical,
since it’s about creating real human-centric, intuitive, and, therefore,
natural ways of interaction, making the technology the result of human
intent without being intrusive or even evident. Remember the magic
carpet from Aladdin, and other fairy tales, that could take you where you
wanted to go without telling you? That’s where we are going…
The evolution toward an “interfaceless approach” leads to profound
transformations. It also presents designers with numerous design
challenges. In the following sections, we will explore the intricacies of
6
Chapter 1 Setting the Stage for the Interfaceless Future
7
Chapter 1 Setting the Stage for the Interfaceless Future
8
Chapter 1 Setting the Stage for the Interfaceless Future
9
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getting too old to deal with children. Let us hope that your
stepmother may have better success than I have had.”
“I’m very sorry, Grandma,” murmured conscientious Daisy, the tears
of mortification starting to her eyes. “We really did want to be good,
and we hated being burdens.”
“Well, we won’t say any more about it,” interrupted Grandma, rather
hurriedly. “I dare say you have been no worse than the majority of
children, except for your absurd behavior of this morning, which is
really beyond the comprehension of any sane person. Now go to
your room and change your dresses. You none of you look fit to be
seen, and I wish you to be on the piazza to greet your father and his
wife. I have received another telegram saying they will arrive by the
five-ten.”
None of the four had dreamed of getting off so easily, and yet as
they climbed the stairs to their own room, they were all very silent.
“It’s rather nice to get back, isn’t it?” remarked Molly, a little
unsteadily, glancing about the familiar bedroom, as Dulcie set down
the valise and began removing the various articles she had packed
so proudly only that morning.
“It seems as if we’d been away for a long time,” said Maud. “I didn’t
know one day could be so long. Perhaps it’s because we got up so
early. I think I’m getting a little sleepy.”
“Lie down and rest,” Daisy suggested. “It isn’t time to dress yet, and
perhaps you can get a little nap.”
Maud promptly curled herself up on the bed she and Molly shared,
and in five minutes had fallen fast asleep. But none of the others felt
at all inclined to follow her example. They were all far too much
excited to sleep. They sat close together, and talked in low, subdued
voices, so as not to disturb Maud.
“There’s one thing we can be thankful for,” said Daisy. “We’ve found
out that stepmothers aren’t all bad, and that’s a great relief. I don’t
believe Mrs. Thorne ever thought Barbara a burden.”
“No, I don’t believe she did,” Dulcie agreed, “but then Barbara was
only three when Mrs. Thorne married her father, and you can’t help
loving a cunning little girl of three, but it will be quite different with us.
Grandma will be sure to tell her how horrid we are, and then she’ll
begin to hate us.”
“She won’t hate us if she’s anything like Mrs. Thorne,” said Daisy,
with conviction. “Anyhow, Papa loves us, and he won’t say we’re
horrid. Why shouldn’t she believe him just as well as Grandma?”
“Perhaps he’ll think we’ve grown worse since he went away,” said
Dulcie, mournfully, but Daisy refused to listen to any such gloomy
possibilities.
Winifred’s Neighbors
By Nina Rhoades Illustrated by Bertha G. Davidson
Large 12mo Cloth
LITTLE Winifred’s efforts to find some
children of whom she reads in a book
lead to the acquaintance of a neighbor of
the same name, and this acquaintance
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of all ages.
Priscilla of the
Doll Shop
THE “Brick House Books,” as they are
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is hard to say which little girls, and boys,
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MARION’S VACATION
By NINA RHOADES
Illustrated by Bertha G. Davidson 12mo
THIS book is for the older girls, Marion being thirteen. She
has for ten years enjoyed a luxurious home in New York
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lovable little miss to know her own
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excellent farming people in a pretty
Vermont village. Thither Marion is sent for
a summer, which proves to be a most
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“More wholesome reading for half grown
girls it would be hard to find; some of the
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last generation ‘An Old Fashioned Girl’ are brought home
to the youthful readers of this sweet and sensible story.”—
Milwaukee Free Press.