Monday, October 26, 2009

Notes From Class, Week of October 20, 2009

This discussion was intended to help identify important and potentially relevant gestures and ideas for our prospective TUI projects.

In interaction design, want products to be:
  1. useful
  2. useable
  3. desireable

What makes products useful, useable and desireable?

  • aesthetics
  • novelty
  • affordability
  • ubiquity
  • discoverable
  • simplicity
  • robustness
  • eliminate "gulf of execution"
  • intuitiveness

Components of gestures:

  • duration of gesture
  • direction of gesture
  • location (wrt person or tool)
  • shape/form
  • # of manipulating appendages
  • speed/acceleration
  • pressure
  • frequency/repetition
  • contact points
  • orientation/rotation

Notes From User Defined Gestures for Surface Computing, Jacob O. Wobbrock, Meredith Ringel Morris, Andrew D. Wilson.

How do you determine what type of gestures are appropriate for what applications?

  • User interviews to identify appropriate gesture tools
  • user design patterns
  • empathy
  • common, natural gestures

Conclusions from paper:

  • One hand gestures are better
  • Doesn't matter how many fingers involved
  • difference between interactions resulting from windows knowledge vs. natural gestures windows design capitalizes on (ie. pointing and touching = mouse point and click.)

Primitive Gestures Identified in Paper:

  • Tap
  • Drag
  • Circle
  • Pinch/Spread
  • Draw Shapes
  • Hold

Real Life Gestures:

  • FLick
  • Rotate
  • Tilt
  • Drop
  • Wave
  • Push
  • Side of Hand
  • Shake
  • Sweep

Gestural Based Interfaces- Recycled Primitives:

  • hold to select group
  • pinch to minimize
  • spread to enlarge
  • present to activate
  • tap to select
  • wave to activate - put hand in to activate
  • flick to scroll
  • flick to delete
  • circle to group
  • shake to clear

0 comments:

Post a Comment