An Idea Inspired by Cross-Division Collaboration
In 2001, Stevie Bathiche of Microsoft Hardware and Andy Wilson of
Microsoft Research began working together on various projects that
took advantage of their complementary expertise in the areas of
hardware and software. In one of their regular brainstorm sessions,
they started talking about an idea for an interactive table that could
understand the manipulation of physical pieces. Although there were
related efforts happening in academia, Bathiche and Wilson saw the
need for a product where the interaction was richer and more intuitive,
and at the same time practical for everyone to use.
This conversation was the beginning of an idea that would later result
in the development of Surface, and over the course of the following year, various people at Microsoft involved
in developing new product concepts, including the gaming-specifi c PlayTable, continued to think through the
possibilities and feasibility of the project. Then in October 2001 a virtual team was formed to fully pursue bringing
the idea to the next stage of development; Bathiche and Wilson were key members of the team.
Humble Beginnings on an IKEA Table
In early 2003, the new Consumer Products Group, led by David Kurlander,
presented the idea to Bill Gates, Microsoft chairman, in a group review.
Gates instantly liked the idea and encouraged the team to continue
to develop their thinking. The virtual team expanded, and within a
month, through constant discussion and brainstorming, the fi rst humble
prototype was born and nicknamed T1. The model was based on an
IKEA table with a hole cut in the top and a sheet of architect vellum
used as a diffuser. The evolution of Surface had begun. A variety of early
applications were also built, including pinball, a photo browser and a
video puzzle. As more applications were developed, the team saw the
value of the surface computer beyond simply gaming and began to favor
those applications that took advantage of the unique ability of Surface to
recognize physical objects placed on the table. The team was also beginning to realize that surface computing
could be applied to a number of different embodiments and form factors.
Over the next year, the team grew signifi cantly, including the addition of Nigel Keam, initially software
development lead and later architect for Surface, who was part of the development team eventually tasked with
taking the product from prototype to a shipping product. Surface prototypes, functionality and applications were
continually refi ned. More than 85 early prototypes were built for use by software developers, hardware developers
and user researchers.
One of the key attributes of Surface is object recognition and the ability of objects placed on the surface to trigger
different types of digital responses, including the transfer of digital content. This feature went through numerous
rounds of testing and refi ning. The team explored various tag formats of all shapes and sizes before landing on the
domino tag (used today) which is an 8-bit, three-quarter-inch-square tag that is optimal thanks to its small size.
At the same time, the original plan of using a single camera in the vision system was proving to be unreliable. After
exploring a variety of options, including camera placement and different camera lens sizes, it was decided that
Surface would use fi ve cameras that would more accurately detect natural movements and gestures from the surface.
Hardware Design
By late 2004, the software development platform of Surface was well-established and attention turned to the form
factor. A number of different experimental prototypes were built including “the tub” model, which was encased in a
rounded plastic shell, a desk-height model with a square top and cloth-covered sides, and even a bar-height model
that could be used while standing. After extensive testing and user research, the fi nal hardware design (seen today)
was fi nalized in 2005. Also in 2005, Wilson and Bathiche introduced the concept of surface computing in a paper for
Gates’ twice-yearly “Think Week,” a time Gates takes to evaluate new ideas and technologies for the company.
From Prototype to Product
The next phase of the development of Surface focused on
continuing the journey from concept to product. Although much
of what would later ship as Surface was determined, there was
signifi cant work to be done to develop a market-ready product
that could be scaled to mass production. “So much work goes
into turning a prototype into a product that can handle the strain
and stress of everyday use,” Keam said. “For instance, when we
developed the T1 prototype, it couldn’t be moved without having to
recalibrate it. Now, obviously the product can easily be moved. To
get Surface to where it is today, the code had to be rewritten from
the ground up.”
In early 2006, Pete Thompson joined the group as general manager, tasked with driving end-to-end business and
growing development and marketing. Under his leadership, the group has grown to more than 100 employees.
Today Surface has become the market-ready product once only envisioned by the group, a 30-inch display in
a table-like form factor that’s easy for individuals or small groups to use collaboratively. The sleek, translucent
surface lets people engage with Surface using touch, natural hand gestures and physical objects placed on the
surface. Years in the making, Microsoft Surface is now poised to transform the way people shop, dine, entertain
and live.
“Seeing Surface grow from a small germ of an idea to a working prototype and then to a full-fl edged marketready
product has been an amazing journey,” Wilson said. “This is a radically different user-interface experience
than anything Microsoft has done before, and it’s really a testament to the innovation that comes from marrying
brilliance and creativity.”
Beyond Surface — Surface Computing Tomorrow
Although surface computing is a new experience for consumers, over time Microsoft believes there will be a
whole range of surface computing devices and the technology will become pervasive in people’s lives in a variety
of environments. As form factors continue to evolve, surface computing will be in any number of environments
— schools, businesses, homes — and in any number of form factors — part of the countertop, the wall or the
refrigerator.
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