- Restposten! - Jetzt zugreifen solange Vorrat reicht! Mehr englische Restposten.
Designing Gestural Interfaces: Touchscreens and Interactive Devices (Englisch) Taschenbuch – 1. Dezember 2008
|Neu ab||Gebraucht ab|
Hinweise und Aktionen
Wird oft zusammen gekauft
Kunden, die diesen Artikel gekauft haben, kauften auch
Es wird kein Kindle Gerät benötigt. Laden Sie eine der kostenlosen Kindle Apps herunter und beginnen Sie, Kindle-Bücher auf Ihrem Smartphone, Tablet und Computer zu lesen.
Geben Sie Ihre Mobiltelefonnummer ein, um die kostenfreie App zu beziehen.
If you want to get started in new era of interaction design, this is the reference you need. Touchscreens on mobile devices and ATMs let us manipulate things onscreen with our But there's been no central source of information about gestural interface technology -- until now. 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" websites, software, or physical products.Packed with informative illustrations and photos, this book helps you: * Learn the process of designing gestural interfaces, from documentation to prototyping to communicating to the audience what the product does * Get an overview of technologies surrounding touchscreens and interactive environments * 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 half a dozen 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.
Über den Autor und weitere Mitwirkende
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.
Wer Saffer kennt, oder gar einen seiner Workshops besucht hat, findet hier eine gute Zusammenfassung.
Wer Saffer nicht kennt und gestenbasierte Interfaces entwickeln will/darf/soll findet hier alles was er braucht.
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
It's true that designing for gestural interfaces is a relatively new area, but the author presents the reader with general and basic design information that has been known and practiced for many years and not nearly enough useful information about gesture design. For example, in the chapter on Prototyping Interactive Gestures, the author talks about the purpose and value of low-fidelity prototyping, but offers nothing related to gestural UI design; no hints, tips, tricks, pitfalls, solutions, etc. In this regard, I found myself getting frustrated many times throughout the whole book.
In general, the book reads like an introductory design book, a primer of sorts, updated to include gestures. I suspect that within the next year or so, updated versions of this book or even other books / articles will come out that offer much deeper insights. If you're a veteran designer, save your money and spend your time wisely reading other more insightful books.
Interesting recommended readings and web sites in several sections of the book
My Full review:
Dan Saffer is well-versed in interaction design and provides a good starting point for understanding the interaction principles behind gestural control. I appreciate how Saffer clarifies the technical terms before proceeding. More often that not, some of these terms are misinterpreted and wrongly informs the reader. The book later breaks down in a technical manner the basics of gestural interactions and various related topics which are often overlooked.
The methodical flow of the analysis of gestural interactions facilitated an organised thought process and evaluation of techniques. Designing Gestural Interfaces is not as detailed as books which focuses on specific platforms such as mobile web interfaces but provides a broader outlook on the use of gestural control as an interaction model. Even though it may be a dry read at times, it certainly deserves a spot on the reference bookshelf.
The book is well written and gives a good overview of touch and gesture design and techniques but does fall a short on the detail I was looking for. The book works well in defining the different types of gestures and their possible uses. Photographs and illustrations back this up and it is a good starting point for those wishing to be informed and learn about these technologies. It would also be a helpful book for starting out designing a touch or gesture application, but I would have liked seen more time spent on exploring how to implement solutions using these techniques.
Overall a good book but would be really suitable for someone at beginner level, it serves well as an introduction but does not go into enough detail for an experienced developer or designer.
Chapter 1. Introducing Interactive Gestures
Section 1.1. TAP IS THE NEW CLICK
Section 1.2. DIRECT VERSUS INDIRECT MANIPULATION
Section 1.3. A BRIEF HISTORY OF GESTURAL INTERFACES
Section 1.4. THE MECHANICS OF TOUCHSCREENS AND GESTURAL CONTROLLERS
Section 1.5. DESIGNING INTERACTIVE GESTURES: THE BASICS
Section 1.6. DETERMINING THE APPROPRIATE GESTURE
Section 1.7. FOR FURTHER READING
Chapter 2. Designing for the Human Body
Section 2.1. BASIC KINESIOLOGY
Section 2.2. THE ERGONOMICS OF INTERACTIVE GESTURES
Section 2.3. THE ERGONOMICS OF MOTION
Section 2.4. DESIGNING TOUCH TARGETS
Section 2.5. FOR FURTHER READING
Chapter 3. Patterns for Touchscreens and Interactive Surfaces
Section 3.1. HOW TO USE PATTERNS
Section 3.2. TAP TO OPEN/ACTIVATE
Section 3.3. TAP TO SELECT
Section 3.4. DRAG TO MOVE OBJECT
Section 3.5. SLIDE TO SCROLL
Section 3.6. SPIN TO SCROLL
Section 3.7. SLIDE AND HOLD FOR CONTINUOUS SCROLL
Section 3.8. FLICK TO NUDGE
Section 3.9. FLING TO SCROLL
Section 3.10. TAP TO STOP
Section 3.11. PINCH TO SHRINK AND SPREAD TO ENLARGE
Section 3.12. TWO FINGERS TO SCROLL
Section 3.13. GHOST FINGERS
Chapter 4. Patterns for Free-Form Interactive Gestures
Section 4.1. PROXIMITY ACTIVATES/DEACTIVATES
Section 4.2. MOVE BODY TO ACTIVATE
Section 4.3. POINT TO SELECT/ACTIVATE
Section 4.4. WAVE TO ACTIVATE
Section 4.5. PLACE HANDS INSIDE TO ACTIVATE
Section 4.6. ROTATE TO CHANGE STATE
Section 4.7. STEP TO ACTIVATE
Section 4.8. SHAKE TO CHANGE
Section 4.9. TILT TO MOVE
Chapter 5. Documenting Interactive Gestures
Section 5.1. WHY DOCUMENT ANYTHING?
Section 5.2. EXISTING MOVEMENT NOTATION SYSTEMS
Section 5.3. DOCUMENTING GESTURES IN INTERACTIVE SYSTEMS
Section 5.4. FOR FURTHER READING
Chapter 6. Prototyping Interactive Gestures
Section 6.1. FAKING IT: LOW-FIDELITY PROTOTYPES
Section 6.2. HIGH-FIDELITY PROTOTYPES
Section 6.3. TESTING PROTOTYPES
Section 6.4. PROTOTYPING RESOURCES
Section 6.5. FOR FURTHER READING
Chapter 7. Communicating Interactive Gestures
Section 7.1. THREE ZONES OF ENGAGEMENT
Section 7.2. METHODS OF COMMUNICATING INTERACTIVE GESTURES
Section 7.3. FOR FURTHER READING
Chapter 8. THE FUTURE OF INTERACTIVE GESTURES
Section 8.1. FUTURE TRENDS
Section 8.2. TOWARD STANDARDS
Section 8.3. THE ETHICS OF GESTURES
Section 8.4. FOR FURTHER READING
Appendix A. A Palette of Human Gestures and Movements
Section A.1. GESTURES FOR TOUCHSCREENS
Section A.2. GESTURES FOR FREE-FORM SYSTEMS
Section A.3. FOR FURTHER READING