Designing for Touch

Touch introduces physicality to designs that were once strictly virtual, and puts forth a new test: How does this design feel in the hand? Josh Clark guides you through the touchscreen frontier. Learn about ergonomic demands (and rules of thumb), layout and sizing for all gadgets, an emerging gestural toolkit, and tactics to speed up interactions and keep gestures discoverable. Get the know-how to design for interfaces that let you touch-stretch, crumple, drag, flick-information itself. It's in your hands.

1132054300
Designing for Touch

Touch introduces physicality to designs that were once strictly virtual, and puts forth a new test: How does this design feel in the hand? Josh Clark guides you through the touchscreen frontier. Learn about ergonomic demands (and rules of thumb), layout and sizing for all gadgets, an emerging gestural toolkit, and tactics to speed up interactions and keep gestures discoverable. Get the know-how to design for interfaces that let you touch-stretch, crumple, drag, flick-information itself. It's in your hands.

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Designing for Touch

Designing for Touch

by Josh Clark
Designing for Touch

Designing for Touch

by Josh Clark

eBook

$29.00 

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Overview

Touch introduces physicality to designs that were once strictly virtual, and puts forth a new test: How does this design feel in the hand? Josh Clark guides you through the touchscreen frontier. Learn about ergonomic demands (and rules of thumb), layout and sizing for all gadgets, an emerging gestural toolkit, and tactics to speed up interactions and keep gestures discoverable. Get the know-how to design for interfaces that let you touch-stretch, crumple, drag, flick-information itself. It's in your hands.


Product Details

ISBN-13: 9781952616808
Publisher: Josh Clark
Publication date: 10/28/2015
Sold by: Barnes & Noble
Format: eBook
Pages: 182
File size: 12 MB
Note: This product may take a few minutes to download.

About the Author

Josh Clark is the founder of Big Medium, a design agency specializing in connected devices, mobile experiences, and responsive web design for the world's most forward-thinking companies. Josh has written four other books, including Tapworthy: Designing Great iPhone Apps (O'Reilly, 2010), and he speaks around the globe on what's next for digital interfaces. In 1996, Josh created an entirely different kind of user interface: the Couch-to-5K (C25K) running schedule, which has helped millions of skeptical exercisers take up jogging. (His motto is the same for fitness as it is for software user experience: no pain, no pain.)

Table of Contents

1. A Physical Interface

2. The Unreliable Screen

3. Faster Fingers

4. Gestures

5. Discovery

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