An input device with six degrees of freedom for virtual environments

An intuitive interaction device with six degrees of freedom designed for working in three dimensional virtual environments

UX Design/Research | Done in: 2010-2011 My BA Paper and research

Story of a prototype

This project & paper proposes a conceptual design of an input device working in three-dimensional interactive spaces and being manufacturable with existing technologies. The purpose has been to solve the problems that the users have in dealing with 3D virtual spaces.

Firstly, the special ergonomic requirements of the users of 3D virtual spaces relative to general computer users have been specified. Considering different abnormalities in the way the user body parts get involved with machine parts, we found the Carpel Tunnel syndrome as the most influential ergonomic problem.

Secondly, the existing products whose various combinations are used for fulfilling these requirements are introduced and their advantages and disadvantages are verified.

Finally, taking different approaches in interaction design and applying six degrees of freedom for controlling the 3D spaces, we tried to find an optimum solution for this problem by designing a novel input device based on users’ experience.

The existing solutions

All these products have one or many of these problems:
 Generation of Carpel Tunnel Syndrome
 Limitation of the product to one type of users
 3D Interactive weaknesses
 Low inputting accuracy and/or speed
 Not being intuitive and requiring a lot of motor learning
 Not being compatible with 2D/3D interactions at the same time
 High manufacturing cost in some technologies

Product Definition & Target Group

The users, especially animators, have been using mouse for a long time in order to work in 3D spaces. In spite of the vast developments in design and manufacturing of products in this field, mouse has kept its position as one of the most popular devices. This is due to its specific structure and agronomy and simplicity of its usage. We have proposed a new design of the mouse for simplification of sketching, control and management in 3D virtual spaces while solving the ergonomic problems of the current designs.
Our target group has been people working with 3D virtual environments in the most basic way, e.g. character animators, special effect experts and modelers. Some of the work characteristics of these users include long-time fixed-posture performance in the workstation, high-speed sketching, simultaneous usage of multiple virtual interfaces, three-dimensional navigation, switching between different software platforms and high-accuracy manipulation of sketches.So they don’t need just a navigator or drawing system.A product that can fulfill the requirements of the target group should be able to work in all the different interactive acts that can take place in a virtual environment.

The interaction cycle and Starting point

For an effective natural interaction, the structure of interaction device should be designed or adjusted for specific defined duties. The relation and mapping between the motor action of the user (while working with the interaction device) and the virtual action (which takes place in the virtual environment) should be clear and direct

Early concepts and sketches 

The logic and the results

The product is designed such that provides the most intuitive 3D control in 3D virtual spaces.So, as the best guide and reference to find our options we based this research on the patterns that users have been following in past 3 decades.

For our target group, and even in more general way for users of 3D applications, speed of communication between the user and the virtual environment plays the main role in the design of the interactive device. So, we have chosen the 2D relative position tracking for movement and a track ball like concept for the navigation and rotation method.