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Specialty

Multimodal interaction

Designs interaction with systems that understand and respond through several channels at once, such as voice, gestures, touch or gaze, which can be combined or alternated.

In Spanish
Interacción multimodal
Origin
Bolt (1980); Oviatt (1999)

What problem it addresses

Every channel fails somewhere. Voice doesn’t work in noise, a screen doesn’t work while driving and gestures don’t work with busy hands.

Principles

  • Each channel for what it does best

    Pointing says where and speech says what, as in “put that there.”

  • Always another way

    If one channel fails or can’t be used, the same action can be done through another.

  • Let people choose

    Combining channels isn’t forced; each person uses the one they prefer at each moment.

Applications in design

  • Use it like this

    Decide which channel suits each situation of use and always offer an alternative through another channel.

  • Avoid

    Relying on a single channel, such as voice, in noisy places or where speaking isn’t appropriate.

  • Don’t fall for it

    Check that the experience works with a single channel, for people who can’t see, hear or move their hands.

Authors and works

  1. 1980

    Richard A. Bolt

    In his “Put-that-there” system, a person moved shapes on a large screen by saying “put that there” and pointing with their arm: the voice gave the command and the gesture, the place.

  2. 1999

    Sharon Oviatt

    Reviewed ten widespread but mistaken ideas about these systems and argued that, well designed, they let people express themselves better and more naturally.

Sources

Original sources

Last reviewed: