In interaction design, want products to be:
- useful
- useable
- 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
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