Panasonic Lumix GF3 Touchscreen Interface – Interactive Demo

Here is an interactive demo of the Lumix GF3 touchscreen provided by Panasonic Japan. You can select 3 controls that are available in iA Plus creative mode: White Balance, Exposure Compensation, and Soft Defocus. I have put some English descriptions in the screenshot above for those who cannot read Japanese. Please try it and experience the touchscreen user interface of these controls.

Link: Panasonic Japan GF3 Interactive Demo

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Panasonic Lumix GF3 Touchscreen Interface, Simple Yet Delightful

Panasonic recently released it’s new iteration of the compact SLR-equivalent camera, which targets the average consumers rather than professional SLR photographers. The compactness of this camera is archived by eliminating the mirror box, hotshoe socket and optical viewfinder unit, while keeping most of the SLR goodness in a convenient and small housing. But most importantly, the camera comes with a 3-inch big touchscreen LCD and a secondary dial control, eliminating the need of many feature-specific buttons that are commonly seen in professional SLR cameras. In spite of the revolutionary mirrorless SLR technology, what interests me most is its touchscreen user interface.

The first time I learned about this camera and it’s touchscreen control was from it’s TV ad in Japan. In this ad series, the photographer is trying to capture the cute moments of a cat, which highlights its high-speed auto focus, touch-controlled focal point and shutter, and easiness to take pictures with blurry background (shallow depth of field).

http://www.youtube.com/watch?v=uZi-l_QYzf4

Touchscreen as a camera interface

Touchscreen is one of the main selling point of this camera. At a first glance, it feels like a gimmick that rides on the popularity of multi-touch powered smartphones. After reading its product catalog, however, it seems that the designer did carefully design the UI to take advantage of the touch hardware. Moreover, in the manual creative mode called iA Plus, there are three controls that user can easily adjust: defocus (depth of field), brightness (exposure compensation), and colour control (colour temperature).

I think the selection of these three specific controls is a careful observation of users and their most desired results that were only archivable with traditional SLR camera and some training. Take defocus for example: many people really like the effect of sharp main object with blurry background; but in order to archive such effect of shallow depth of view, one must know how to deal with shutter speed + aperture + sensor ISO. However, the GF3 camera does all the hard work for you, leaving you only one control of the background blurriness.

In terms of user experience design, by simplifying the traditional SLR controls into one defocus control, user can still feel in control to the creative process while greatly reducing the learning time and difficulty to operate the camera. Novice and post-novice users can enjoy the result of a reasonably professional looking picture. That will satisfy their emotional goal:

“Enjoy professional-looking photography casually without the headache of learning about F-stop and stuff” and ”play a role in the creative process and get a sense of achievement”

A similar experience design that result in “getting a sense of achievement” can be observed from Betty Crocker’s famous “Just add an egg” cake mix tale.

You can learn more about the touchscreen interface from this product detail page:
http://panasonic.net/avc/lumix/systemcamera/gms/gf3/ia.html#leadtitle

Pictures from official site: main UI

Soft focus creative mode

Ad poster in JR train

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Minimalistic Remote Control

This minimalistic remote control caught my attention one day when I went to a mid-high class furniture store near Omotesando. This remote stick was placed near a comfortable looking couch. Its simplistic icons and the absence of text label kept me wondering for a good minute. My first guess was that it has something to do with the couch, but there were no item description tag whatsoever to verify my assumption.

Now that became an interesting little experiment. Without a clear description of what a remote control is associated with, can one still be able to correctly identify the features just by looking at the icons, buttons, and labels? I immediately think of the Apple Remote, Nintendo Wiimote, and a typical universal remote that easily has 40+ buttons. No doubt it’s pretty challenging to design a good user interface for a remote. Also some thoughts:

  • Complexity depends on the purpose of the machine. Gaming console needs player’s immediate and simultaneous input for direction (sometimes direction + perspective control), weapon control (fire), inventory management, and voice communication. A game controller is definitely different from a TV remote.
  • Remote control design also depends on how much control you have to the hardware & software of the main unit. For example, Apple TV is, in both hardware and software, designed with the TV screen as the main information and interaction medium, therefore the remote is merely a 6-direction navigation tool (up,down,left,right,back,forth). However, a self-assembled home theatre system with TV + DVD + Sound system from different makers will come with 3 different controls, each was designed without considering the interaction with the other units.

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Simon Sinek: How great leaders inspire action

This talk from Simon Sinek is about inspirational leadership. He explains the difference between a typical leadership and a truly inspiring leadership, with three concentric circles labelled “What”, “How” and “Why” from the outside to the inside. Those are the three qualities of a leadership:

  1. Almost all individuals and organizes know what they are doing. All companies know what they’re making and selling for profit, be it a computer manufacturer, software development company or a furniture store.
  2. Some of them know how to to it well.
  3. Only a few among all know why they do it. What’s your purpose, your cause, your believe. Why do we exist. Profit is not the reason, it’s just the end result of the process.

Simon gave an example of a marketing message that’s from the outside in (what > how > why):

Apple makes great computers > they’re beautifully design, simple to use, and user-friendly > Wanna buy one?

But this is what Apple communicates it’s value from the inside out (why > how > what):

Everything we do we believe in challenging the conventions, we believe in thinking differently > the way to archive that is to make our products beautifully designed, simple to use, and user-friendly > which we happen to make great computers. Wanna buy one?

“People don’t why what you do, they buy why you do it.” That’s the main point of being inspirational. Believe in purpose, believe in meaning.

TED Link: http://www.ted.com/talks/simon_sinek_how_great_leaders_inspire_action.html

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Grocery Shopping in Subway Station with QR-code

Korean grocery store uses QR-code and mobile phone to create a unique, convenient grocery shopping experience in subway station.

Instead of going to the actual store, customers can find huge posters in subway stations with picture of the grocery items and their corresponding QR-code. Customer can use their mobile phone to snap the code and place the order, which will be delivered to their doorstep as soon as they arrive home.

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About Calvin

Hello there, I’m Calvin Chun-yu Chan. Grew up in Hong Kong, studied and worked in Canada as web engineer+designer, now designing mobile apps in Tokyo. On my blog I would like to share my opinions on design, usability, culture and creativity.

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Twitter @calvincchan