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US Navy will replace touchscreen with mechanical controls on its destroyers

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Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#341

Wait. Let me get this straight. Touchscreens, which are ideal for representing multiple user unterfaces in an intuitive way, but requiring constant visual contact are being replaced by a physical user interface that can be used by both touch, and memory? Why was touchscreen ever even a consideration for controls you're not looking at? Touchscreen is great for phones. It is awful for keyboards (see macbook pro). And i…

Having an input system with haptic feedback but also context-based controls and customizable layouts is still the Holy Grail.

Apple could still make it happen with a future version of their Taptic Engine. Preferably with hover haptic feedback, where you feel a "tingle" or something before touching the screen.

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#342

Wait. Let me get this straight. Touchscreens, which are ideal for representing multiple user unterfaces in an intuitive way, but requiring constant visual contact are being replaced by a physical user interface that can be used by both touch, and memory? Why was touchscreen ever even a consideration for controls you're not looking at? Touchscreen is great for phones. It is awful for keyboards (see macbook pro). And i…

And this is why I like Boeing's new manned capsule better than the one from SpaceX:

Boeing: https://www.nasaspaceflight.com/2018/08/boeing-starliner-cre...

SpaceX: https://i.kinja-img.com/gawker-media/image/upload/atk7lokher... (I despise Gizmodo, so it's a deep link for this one)

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#343
post #205

Earlier quoted context omitted.

As someone who designs ans builds modular synthesizer modules: so can mechanical interfaces if designed appropriately. Add labels on the display and use a set of generic controls and boom, you can use the same hardware for a ton of functions given the right abstractions.

Sure. Softkeys - a row of buttons around the edges of the screen - are how a lot of electronic test equipment works. In fact the UI can be identical for a device with softkeys vs. one with a touchscreen. It causes a few DOH! moments when you are working with some instruments that work one way and some the other, but this isn't nearly as annoying as you might expect. You still have to look at the screen though. Unless…

Many modular synth systems also do this without screens e.g. by indicating the state of the system with a row of colored LEDs and then colorcoding the labels on the controls. This certainly offloads the cognitive load to the user, but it also works.

The modular scene generally frowns upon systems that need deep menu diving, which is most of the time an indicator that your interface design is lacking.

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#344
post #193

Earlier quoted context omitted.

You just have to be picky when you choose cars; my twenty year old Land Cruiser came with twin batteries factory fitted - though rather than one for starting and one for all the thingamajigs, they went with two beefy ones in parallel - 2*105Ah makes sure it starts every time. I have been contemplating using the second one as an auxiliary battery after installing a fridge in the boot, though. Basically a matter of fit…

Two beefy ones in parallel don't really solve the problem. If you leave your 1-Amp (probably a gross underapproximation) headlights on over the course of ~200 hours, you'll deplete the battery.

-It doesn't solve the problem (which is why I am considering splitting them now that I have added a ~1A consumer to the mix), but it does postpone the problem for long enough to (in most cases) ensure that you will realise your mistake before it causes you not to be able to start your car.

Leaving the headlights on (~10A) as you leave the car in the evening will still let you start it in the morning, for example.

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#345
post #205

Earlier quoted context omitted.

As someone who designs ans builds modular synthesizer modules: so can mechanical interfaces if designed appropriately. Add labels on the display and use a set of generic controls and boom, you can use the same hardware for a ton of functions given the right abstractions.

Yup - just requires the hardware designers to have some knowledge of the required UIs. My main point is that the use of touchscreens was more a case of lazy/cheap design than trend-driven design.

And I agree. Touch screens can be beneficial under certain circumstances — but they are not amazing for anything that has to be reliable and must be operated under stressful conditions.

This is how for example the interface of the 50k$ Arri Alexa looks like (the de facto standard in cinema cameras): http://nofilmschool.com/sites/default/files/styles/article_w...

There were lower priced cameras like the Black Magic Production Camera which use only a toucscreen.

And you can guess why that Black Magic model is discontinued..

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#347
post #301

Earlier quoted context omitted.

Well, it worked on Star Trek. Then again, that was addressed in a Voyager episode when Tom Paris designs the helm in their new runabout with old fashioned buttons and switches because he wanted to actually feel the controls much to Tuvok's dismay. Though, on a serious note, I work in industrial automation and user interfaces, aka HMI's have been touch oriented for quite some time. It was and still is common to see gr…

The federation also had to design interfaces to be universal and not assume bipedal humanoids with two hands and an oposable thumb, modern engineers have much narrower requirements.

They had to design them to fit within the production budget.

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#348

Wait. Let me get this straight. Touchscreens, which are ideal for representing multiple user unterfaces in an intuitive way, but requiring constant visual contact are being replaced by a physical user interface that can be used by both touch, and memory? Why was touchscreen ever even a consideration for controls you're not looking at? Touchscreen is great for phones. It is awful for keyboards (see macbook pro). And i…

And this is why I like Boeing's new manned capsule better than the one from SpaceX: Boeing: https://www.nasaspaceflight.com/2018/08/boeing-starliner-cre... SpaceX: https://i.kinja-img.com/gawker-media/image/upload/atk7lokher... (I despise Gizmodo, so it's a deep link for this one)

I don't actually see any touchscreen controls on the SpaceX panel. There are physical buttons in the middle and what appear to be information-only displays to either side. There might be some sliders, but it's hard to tell.

That said, it does look like they are prioritizing aesthetics over functionality of the control layout.

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#349
post #297

Earlier quoted context omitted.

Automatic things are annoying IF the user isn't sure what is happening or why. Heat randomly turns on -> human is confused, maybe uncomfortable, and might think the car is broken/haunted. Heat randomly turns on, car displays "Preventing windshield fogging" -> human is thankful car is thinking ahead.

Except that displaying unexpected content interrupts the driver’s attention and takes it way from where it needs to be. It’s certainly not important enough to distract someone performing any delicate maneuver.

Thats why a good notification system comes in different levels. Like red and big for important messages, blue and small for information like "heating windshield".

Re: US Navy will replace touchscreen with mechanical controls on its destroyers

#350

Earlier quoted context omitted.

tbf this could be achievable with Apple's virtual click tech. Would like to see how that'd work in practice.

I imagine the star trek interact can really apply arbitrary forces. So you can simulate a knob for example. Not just a tactile sensation when you're already in (near) contact with the interface.

There was no nobs the in their UI as far as I can remember :)

A bigger thing (for me) is being able to sense gaps/shapes without pressing anything and a fixed layout - touchscreens are about the change but that's only good for UI that you look at.

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