From this week’s reading, I’d like to respond to Artful Design Principle 5.19, Chapter 5, which proposes:
Interfaces should extend us (and not replace us).
The iPhone, which came out in 2007, revolutionized how we use our hands in the digital age. Before its arrival, we were bound to using computer mice and styluses, creating a noticeable barrier between our hands and the digital world. These devices were like translators, converting our physical movements into digital commands.
However, when the iPhone was introduced, it felt like pure magic. It allowed us to interact directly with the screen, just as we would with real-world objects. Swiping, pinching, tapping — these natural movements became the new way we interacted with technology. The hand on the iPhone screen felt like an extension of our own hand, making the digital world feel more tangible and approachable.
Prior to the iPhone, user interfaces often felt rigid and detached from our natural movements. The iPhone, with its multi-touch technology, emphasized the importance of user-centered design. It recognized that technology should adapt to us, not the other way around. By allowing us to use our hands as if we were interacting with real-world objects, it encouraged a more organic relationship with technology.
To make the hand’s representation even more immersive, haptic feedback was introduced. Vibrations and subtle tactile responses mimic the feeling of pressing a button or turning a page, enhancing the connection between our physical actions and the digital world. This tactile aspect brings us closer to feeling like we’re interacting with real objects.
Multi-touch technology, like using two fingers to zoom or rotate, took the experience to a whole new level. It opened doors to new accessibility features, catering to individuals with disabilities. Functions such as zooming, screen rotation, and voice control could be activated with multi-touch gestures, making the iPhone more inclusive and user-friendly.
In the context of interfaces extending us, the iPhone’s multi-touch capabilities serve as a prime example of technology adapting to human needs. It enhances our interaction with digital interfaces by making them more intuitive and accommodating a broader range of users, ultimately bridging the gap between the physical and digital worlds.
In this way, the iPhone represents how interfaces should extend us, not replace us. It takes advantage of our embodiment and designs around the simple actions our hands can do. The iPhone shows us how interfaces should be like our helpers, not our bosses. It’s all about using our hands — something we’re good at. It works with what we already know. So, embodiment in technology, especially in the iPhone, is all about making the device feel like an actual part of us.
Design Etude
Part 1: Deconstruct
Part 2: Sketch
Part 3: Prototype
Part 4: Deploy
To use the drum salt shaker, you simply fill it with salt, then shake it gently over your food like you would with a regular salt shaker. You can also tap the salt out by playing the ‘drum’ and change the intensity by playing the salt out faster like a string instrument.