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Aurora: Random Notes

by Jesse James Garrett

Just a few notes and points of clarification about Part 1 of Aurora:

  • This is not a demonstration of a real product. What you see in the video is a visualization of our ideas created by animators. Technologically, much of Aurora would be difficult or impossible to implement today. However, we expect everything you see to be possible in some form in the future.
  • We don’t expect this kind of change to happen all at once. There are many intermediate steps we’d expect interfaces to take between the present day and Aurora.
  • There’s a difference between “lots of stuff” and “clutter”, and the difference is relevance. In the spatial view, distance communicates time, but opacity communicates contextual relevance. If something isn’t relevant to what you’re doing right now in Aurora, it literally becomes invisible. When you change contexts — like moving from a music feed to a news site — the relevance of objects changes, and their opacity shifts accordingly.
  • The device Jill uses in Part 1 is real: It’s called the Novint Falcon, and it’s a 3D haptic controller. It not only allows movement in three dimensions, but it also simulates forces and textures. It’s currently being sold as a gaming peripheral, but we think it has the potential for broader applications. We didn’t work out exactly what the haptics of Aurora would be, but from the presence of the Falcon you can assume that it has some.
  • Yes, there are easter eggs.

One Response to “Aurora: Random Notes”

  1. Pavan Podila Says:

    Jesse,
    I am curious to know what tools you guys used to visualize the ideas. Would you mind sharing a few bits ?

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