The original Microsoft Kinect, first released ten years ago, was a revolutionary motion-sensing device. It was originally developed for gaming, but it didn’t take long for museums and design firms to begin developing exhibits that employed it. In fact, we still create experiences employing the Kinect (now the latest generation Azure) along with other devices from Intel, Orbbec, and the Stereolabs ZED camera.
While this technology has evolved and the range of devices has proliferated, the key design principles for incorporating such devices in experiences remain much the same. Visitors’ movements are tracked and lead to an outcome or event in the exhibit space; in some cases, we develop software (or use existing software) to do skeletal tracking, which allows detection of specific gestures, poses, or movements. For these experiences to be successful, visitors need to be aware that they can interact with the environment and know in real time that their actions are detected. In some cases, we need to provide specific instructions on where to stand or how to move. With most touchless interfaces, clear directions and active feedback are essential to ensure usability.
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