Designing Gestural Interfaces: Touchscreens and Interactive Devices [NOOK Book]

Overview

If you want to get ahead in this new era of interaction design, this is the reference you need. Nintendo's Wii and Apple's iPhone and iPod Touch have made gestural interfaces popular, but until now there's been no complete source of information about the technology.

Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns...

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Designing Gestural Interfaces: Touchscreens and Interactive Devices

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Overview

If you want to get ahead in this new era of interaction design, this is the reference you need. Nintendo's Wii and Apple's iPhone and iPod Touch have made gestural interfaces popular, but until now there's been no complete source of information about the technology.

Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- all you need to know to augment your existing skills in "traditional" web design, software, or product development. Packed with informative illustrations and photos, this book helps you:

  • Get an overview of technologies surrounding touchscreens and interactive environments
  • Learn the process of designing gestural interfaces, from documentation to prototyping to
  • communicating to the audience what the product does
  • Examine current patterns and trends in touchscreen and gestural design
  • Learn about the techniques used by practicing designers and developers today
  • See how other designers have solved interface challenges in the past
  • Look at future trends in this rapidly evolving field

Only six years ago, the gestural interfaces introduced in the film Minority Report were science fiction. Now, because of technological, social, and market forces, we see similar interfaces deployed everywhere. Designing Gestural Interfaces will help you enter this new world of possibilities.

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Product Details

  • ISBN-13: 9780596554224
  • Publisher: O'Reilly Media, Incorporated
  • Publication date: 11/21/2008
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 1
  • Pages: 272
  • Sales rank: 1,052,194
  • File size: 47 MB
  • Note: This product may take a few minutes to download.

Meet the Author

Dan Saffer is an experience design director for Adaptive Path who has designed and built websites, applications, and devices since 1995. An international speaker and author, his acclaimed book Designing for Interaction has been called "a bookshelf must-have for anyone thinking of creating new designs" (Jared Spool, CEO of UIE) and has been translated into several languages.

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Table of Contents

Dedication;
Preface;
WHO SHOULD READ THIS BOOK;
HOW TO USE THIS BOOK;
HOW TO CONTACT US;
SAFARI® BOOKS ONLINE;
ACKNOWLEDGMENTS;
Chapter 1: Introducing Interactive Gestures;
1.1 TAP IS THE NEW CLICK;
1.2 DIRECT VERSUS INDIRECT MANIPULATION;
1.3 A BRIEF HISTORY OF GESTURAL INTERFACES;
1.4 THE MECHANICS OF TOUCHSCREENS AND GESTURAL CONTROLLERS;
1.5 DESIGNING INTERACTIVE GESTURES: THE BASICS;
1.6 DETERMINING THE APPROPRIATE GESTURE;
1.7 FOR FURTHER READING;
Chapter 2: Designing for the Human Body;
2.1 BASIC KINESIOLOGY;
2.2 THE ERGONOMICS OF INTERACTIVE GESTURES;
2.3 THE ERGONOMICS OF MOTION;
2.4 DESIGNING TOUCH TARGETS;
2.5 FOR FURTHER READING;
Chapter 3: Patterns for Touchscreens and Interactive Surfaces;
3.1 HOW TO USE PATTERNS;
3.2 TAP TO OPEN/ACTIVATE;
3.3 TAP TO SELECT;
3.4 DRAG TO MOVE OBJECT;
3.5 SLIDE TO SCROLL;
3.6 SPIN TO SCROLL;
3.7 SLIDE AND HOLD FOR CONTINUOUS SCROLL;
3.8 FLICK TO NUDGE;
3.9 FLING TO SCROLL;
3.10 TAP TO STOP;
3.11 PINCH TO SHRINK AND SPREAD TO ENLARGE;
3.12 TWO FINGERS TO SCROLL;
3.13 GHOST FINGERS;
Chapter 4: Patterns for Free-Form Interactive Gestures;
4.1 PROXIMITY ACTIVATES/DEACTIVATES;
4.2 MOVE BODY TO ACTIVATE;
4.3 POINT TO SELECT/ACTIVATE;
4.4 WAVE TO ACTIVATE;
4.5 PLACE HANDS INSIDE TO ACTIVATE;
4.6 ROTATE TO CHANGE STATE;
4.7 STEP TO ACTIVATE;
4.8 SHAKE TO CHANGE;
4.9 TILT TO MOVE;
Chapter 5: Documenting Interactive Gestures;
5.1 WHY DOCUMENT ANYTHING?;
5.2 EXISTING MOVEMENT NOTATION SYSTEMS;
5.3 DOCUMENTING GESTURES IN INTERACTIVE SYSTEMS;
5.4 FOR FURTHER READING;
Chapter 6: Prototyping Interactive Gestures;
6.1 FAKING IT: LOW-FIDELITY PROTOTYPES;
6.2 HIGH-FIDELITY PROTOTYPES;
6.3 TESTING PROTOTYPES;
6.4 PROTOTYPING RESOURCES;
6.5 FOR FURTHER READING;
Chapter 7: Communicating Interactive Gestures;
7.1 THREE ZONES OF ENGAGEMENT;
7.2 METHODS OF COMMUNICATING INTERACTIVE GESTURES;
7.3 FOR FURTHER READING;
Chapter 8: THE FUTURE OF INTERACTIVE GESTURES;
8.1 FUTURE TRENDS;
8.2 TOWARD STANDARDS;
8.3 THE ETHICS OF GESTURES;
8.4 FOR FURTHER READING;
A Palette of Human Gestures and Movements;
GESTURES FOR TOUCHSCREENS;
GESTURES FOR FREE-FORM SYSTEMS;
FOR FURTHER READING;
Colophon;

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Sort by: Showing 1 Customer Reviews
  • Anonymous

    Posted December 6, 2011

    Best UX book for new interfaces

    This book is essential for creating the newest user interfaces for products like the Apple iPhone, iPod Touch and iPad. Excellent examples!

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