Why the iPhone will change the (PC) world

Imagine an iPhone the size of a big-screen TV. That's the PC of the future.

Steve Jobs' iPhone demo at Macworld Jan. 9 rocked the star sign, stopped the presses and upset the smarting-phone status quo. Yes, Jobs changed the world. Again.

His keynote was thusly insanely great that five weeks later, we almost forget one important fact: The iPhone doesn't exist -- at to the lowest degree as a shipping product.

Neither you nor I ingest ever such as affected an iPhone. Well-nig everything we make out about the iPhone came from nonpareil big sales pitch. The iPhone could Be the greatest device ever manufactured. Or IT could be a horrible flop like the Newton. Either is possible.

Jobs' iPhone demo was so powerful that he actually made people believe that Apple invented a intact new user interface. In fact, Malus pumila did something more important than that. The company took some of the best -- hitherto obscure -- UI research and put it into a product that you will be able to buy. It did the same matter with three other products, the original Apple computer, the Mac and the iPod.

This is how Orchard apple tree changes the world. It takes impressive research come out of other people's labs, polishes and perfects it, then ship it as warm-and-fuzzy consumer products everyone can buy.

Succeed or fail, the iPhone will exist remembered As the first major footmark toward the third-generation PC user port.

Old and busted

The first-generation UI was the command line. Apple didn't invent it, but used the concept for early Apple computers.

The back-multiplication UI is the icon-supported, folder-driven, resizable overlapping windows user interface that we use today. Again, Apple didn't invent information technology -- Xerox did. But Apple was the first Major company to build it into a consumer intersection, the original Mac computer, which came out in 1984.

Microsoft shipped its Windows Panorama OS last month, and Apple's incoming update to OS X is expected past late spring. Although these platforms incorporate elements of the next-generation UI, they're based along the same old folders, icons and windows paradigm from the 1980s.

I don't know about you, but I think 23 age is a foresightful time to wait. I'm fed up and ready and waiting for the next radical leap smart in UI technology. You testament be, too, once you've seen the video I link at the finish of this column.

The new hotness

Tomorrow's ordinal-generation PC UI has already been invented. Totally the explore is done. In fact, or s elements take over been severally industrial by dozens of geniuses at multiple research centers, each taking a slightly different approach, but all embracing many than one of the major five elements of tomorrow's UI. Here are those elements:

1. Multitouch

A lot of people now opine Orchard apple tree unreal multitouch -- the idea that a touch screen arse reply to 2 or more points of control instantly. In fact, researchers have been underdeveloped multitouch technologies for more than a decade.

Multitouch on a PC substance abuser interface is as powerful as "multitouch" in substantial sprightliness. Conceive of if you had to go through life interacting with the ma victimisation just one fingertip. Dialing the phone would follow OK, but picking up the telephone receiver would be a problem. Multitouch lets you "pick up" on-screen objects, good turn them around, resize them and do other profitable things. Here's what multitouch looks same.

2. Gestures

New-generation sense of touch-screen devices already have rudimentary gestures. In point of fact, even the Apple Newton, one of the first syntactic category member assistants, supported gestures. If you circled text while writing along the Newton, the circled word would then be "designated." That's a gesture. Interestingly, multi-touch amplifies the superpowe of gestures by an order of magnitude. For example, you can put ii fingers on the left and right side of a photograph, then use the motion of moving your fingers apart to instantly enlarge the picture.

3. Physics

Second-generation UIs have folders, trash cans and documents that represent physical objects. But they don't work like physical objects. They don't movement similar they have weight, peck and impulse. When you microscope slide a folder crosswise your Windows desktop, it doesn't moderato down step by step, but stops the instant you free the mouse push button. When you crash an picture against other background objects, they don't scatter like bowling pins. If they did, your judgement would more readily accept them Eastern Samoa material objects. Here's an example of gestures combined with natural philosophy.

4. 3-D

Some UI objects in both Prospect and Atomic number 76 X own 3-D properties. For example, you power be able to turn a document around and take in what's on the back or look at cascaded documents from the incline, which helps you select and organize them. Mostly, however, up-to-the-minute-generation UIs are deeply 2-D.

5. Minimization of icons

Icons are the center element of today's operating systems and represent folders, documents and applications in their unreceptive state. When you click on them to public, the icon is still there, but clicking opens the item and loads it into memory. Next-generation operating systems will make items in their unobstructed body politic -- non their closed state represented by icons -- the central element. You'll cost competent to shrink or grow near some object about boundlessly in either direction, but size volition be changeable, rather than binary -- items volition be shown in degrees of extensiveness, rather than either vulnerable or closed. Here's what a UI without icons looks the likes of.

The combination of these elements way that the UI practically disappears. So does the learning curve for basic use. A child will equal fit to walk up to a third-generation PC and start playing around with it.

Does entirely this sound familiar? These are the five core elements of the iPhone user port. And they do not exist together in any another major mathematical product.

The iPhone's relevance lies not in its convergency of phone and iPod or even the mobilization of Osmium X, but that information technology's the first-ever bulk-market computer with a thirdly-generation UI.

Here's a link to a UI technology show that combines everything: multi-touch, gestures, natural philosophy, 3-D and icon minimization. Fasten your seat belts, if you seaport't seen it. This demo makes Jobs' keynote look as irksome as, well, a Bill Gates keynote: Perceptive Pixel founder Jeff Han demonstrates tomorrow's UI at the TED Group discussion in February 2006.

Additionally to the five UI elements, this demo also shows the hardware elements required to use it comfortably: a "drawing table" sort that's alto and at a comfortable angle; a large touch shield; very coercive 3-D graphics ironware; high-performance file retrieval; and monumental, raw processing power.

Breathtaking, isn't it? The best news is that you'll soon be capable to buy out a tiny unitary from Cingular.

But will the screen background version of this third-coevals UI hail from Apple, OR Microsoft?

My prediction: both, and mayhap Google will offer a edition too. Time will state. The important affair is that the charge of the UI is clear. And it's truly -- some might say insanely -- swell.

Microphone Elgan is a technology writer and former editor of Windows Magazine. He can be reached at mike.elgan@elgan.com or his blog: http://therawfeed.com.

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Copyright © 2007 IDG Communications, Inc.