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Microsoft

Microsoft Surface

Designing a tech giant's first gestural user interface

The challenge

When Apple introduced the iPhone, Microsoft's natural user interface (NUI) technology was still in its early research stage. With Apple being the first to market with multi-touch user interfaces, all eyes were on Microsoft's response.

closeup of table edge
FIG. 1

Microsoft relied on my organization to produce libraries, proofs-of-concept, keynote showcases, and technical demos to fast-track their NUI story. Ultimately, the patterns and conventions we established and even some of the code we wrote formed the basis for Microsoft's Surface hardware platform today.

A device built for research

Five years before the tablets and laptops that carry the Surface brand we know today, Microsoft produced an interactive coffee table to facilitate research into natural user interface behavior, developing gesture libraries and forming the basis for a future mass-market consumer story. Microsoft retired the table form factor once they released the Surface Pro in 2013, shortly after rebranding it "PixelSense" to disambiguate it from the consumer desktops, tablets, and laptops that would carry the brand name.

interacting with Surface
FIG. 2

The Surface table retailed for about $10,000, so Microsoft primarily sold the device to commercial customers rather than home users. Consequently, the nature of our early work in developing applications for Surface focused on installations in public settings like retail stores, restaurants and hotel lobbies.

Gridless, omnidirectional interfaces

The original Surface is unlike any other device we had ever designed for in several ways. Every other screen-based interface we're familiar with has a distinct top and bottom. In contrast, a coffee table is omnidirectional — usable from any side with no sense of top and bottom in the interface. Plus, because of the size of the display, it invited more than one person to use it at a time, often strangers. This created unique design challenges that led to deeply insightful user research sessions.

two people using snowboard app
FIG. 3

Microsoft even used an application we designed and developed in their Enterprise Engagement Center, a research facility for large-scale cloud services.

FIG. 4

A screen that's looking back at you

Another aspect that made Surface unique was that its touchscreen used a camera array rather than a capacitor — it was actually "looking" at the screen from the inside. This technology made for some fascinating interaction opportunities through object recognition.

FIG. 5

We designed the mechanism that blurred the distinction between the physical and digital realms, creating interactions that hadn't been possible before.

MobileConnect sketches
FIG. 6

Cutting-edge invention

In addition to the interactions, we also invented the way Surface connected to other devices via optical means, long before Near Field Communication (NFC) was mature enough to initiate a Bluetooth connection. We also wrote the C# and Java libraries that powered these interactions.

FIG. 7

Lasting impact

While very few people had the opportunity to experience the original Microsoft Surface themselves, the research, designs, inventions, and libraries my team contributed live on today in Microsoft's ongoing natural user interface story.

“Jason is unquestionably one of the rarest people in the industry. Not only can he develop well structured solutions, but he has astounding ability in analysis and design. That, combined with his deep graphical design background, makes him near perfect for UX projects.”