We are aware of no commercial products which employ a perceptually based colorspace in their color pickers or manipulation tools. (Some programs, such as Adobe Photoshop, do have a CIELAB space color picker, but the a*-b* dimension appears to be distorted to fit into the square color gamut window, and hence the displayed colors are not evenly spaced perceptually.) One of the issues in trying to use a perceptually-based color space is that the gamut of available colors in a given medium is irregularly shaped, and so does not fit well into typical circular or square color-choosing widgets. On the one hand, using a perceptually-based color space produces behavior more in line with the user's expectations, but on the other hand the irregular gamut boundaries can confuse a user not used to them. Thus, one element of our research has been how to present the gamut of available colors to the user in a way that makes intuitively obvious what operations and colors are available without surprising the user with unexpected restrictions or "you can't get there from here" problems. This is closely related to the problem of color gamut compression, but with a more interactive focus.
We use the Munsell system as our underlying perceptual color space. This space has been selected because it is perceptually uniform; that is, equal distances in the color space show perceptually equal differences in color. All of the hues are given equal space, so the non-primary hues are easier to find than in most other non-perceptually-based spaces. Also, when users change brightness, saturation, or hue in the Munsell space, they can be sure that they are changing only these characteristics.
The images below show a slice through the Munsell space at a constant perceptual brightness. The irregular shape of realizable colors is apparent. The first image shows the slice plotted in Munsell space, showing the regular sampling grid, with equal distances corresponding to equal perceptual changes. Other color spaces do not share this uniformity in perceptual distance, as can be seen in the second image, where the slice through Munsell space is plotted in CIELAB space, which is an analytic approximation to a perceptual space. The third image shows the slice plotted in the standard computer graphics "HSV" space, ignoring the brightness component (which is totally wrong for HSV space), and showing the extreme distortion of that space. In each image, the blue line represents the pure spectral hues (and the line of purples) and hence encloses all possible colors, while the green line shows the Macadam limits at the given brightness for CIE illuminant D65 and hence encloses all colors that are realizable with nonfluorescent pigments (i.e., all possible object colors). The red line is supposed to show the gamut of a typical RGB monitor, but it doesn't quite due to a bug.



We would like to design palettes for other applications that are more specifically task-oriented. For example, a user interface palette might suggest which colors should be used for each part of the interface.
Another mechanism for limiting color choices is to provide three user-selected "primaries" that become points on a triangle as shown below. We interpolate the colors to create the edges of the triangle as a gradient between each pair of colors. This provides a palette analogous to what a fine artist might create when she squeezes out three dollops of paint and then blends them to create a range of colors from which to create a composition. In our current implementation, the three "primaries" are hardwired, but this will be changed soon.
Our Nudging and Selecting widgets are based on a three-axis gestural menu.
One visualization technique which we're calling the Magic Carpet, lends itself to haptic modification with a combination sculpting and brushing technique, enabling the user to indicate color and form simultaneously, eliminating the extra steps needed to specify color separately in other interfaces.
