1. Move that thang!
Choreography of gestural interfaces.
Sunday, April 3, 2011
2. What are you in for?
What is Interaction Design?
Foundations of Interaction Design
A little bit of HCI
Some principles from smart people
My thoughts on the Aesthetics of Motion
How to be a choreographer of gestures
Sunday, April 3, 2011
3. Defining Interaction Design
The engineer’s perspective
Bill
Verplank
http://www.ixda.org/resources/bill-verplank-opening-keynote
Sunday, April 3, 2011
4. Defining Interaction Design
The philosopher’s perspective
“To design the environments
where interactions take place.”
Richard
Buchanan “[To design] how people relate
to other people through the
mediating influence of
product(s).”
http://www.ixda.org/resources/richard-buchanan-keynote
Sunday, April 3, 2011
5. Foundations
What are foundations?
What are they good for?
What are they for Interaction Design?
Sunday, April 3, 2011
6. What are foundations
Simply put the principles that allow for both a critical
analysis and a platform of studio education.
Sunday, April 3, 2011
7. Why have foundations?
Creates a solid base of core theories and crafts
These can transcend all design disciplines
Art History/Criticism
Color
2D Design
Goal is to give broad understanding of theory, and
opportunity to focus on craft before diving deeper into
a chosen discipline.
Sunday, April 3, 2011
8. Let’s look at another
discipline
There are 6 elements that every 3D designer
needs to know:
Line
Plane (surface)
Volume (space & form)
Value (Light & Dark)
Texture
Color
Sunday, April 3, 2011
9. There is also a progression
In 3D design you can’t Primitives include
just jump right in Rectilinear Volumes
Curvilinear Volumes
“Primitives” must be Rectilinear & Curvilinear
mastered, Fragments
and in mastering these Planar constructions
you master craft Lines in Space
Advanced Studies in Form
Construction
Convexity
Concavity
Studies in Space
Sunday, April 3, 2011
10. Foundations of
Interaction Design
Time
Metaphor
Abstraction
Motion & Movement
Negativity (related to “negative [or white] space”)
Article w/ links to previous written work on Foundations of IxD:
http://johnnyholland.org/2009/03/09/foundations-of-interaction-design-interaction-09-reprise/
Video of my presentation on the Foundations of Interaction Design @ Interaction 09 | Vancouver
http://vimeo.com/4500315
Sunday, April 3, 2011
11. Time
It has many sub-elements
Duration
Frequency
Rhythm
Delay
Photo credit: Adam Browdowski
Sunday, April 3, 2011
12. Abstraction
Level of directness or
interaction
Command Line
Voice Command
Mouse - Point/Click
Stylus - Tap/Click
Finger - Tap click
Movement equals
same direction
response
Sunday, April 3, 2011
13. Another
example
iPod Click-wheel
Sunday, April 3, 2011
14. Metaphors
“Everything in computers
is a metaphor”
- Dan Saffer, IA Summit 2005
Trash can / recycle bin
Disk
File / folder
Shopping
Even Computer
Sunday, April 3, 2011
15. Movement (motion)
Pleasing movements
Craft of motion
Intuitive gestures
Sunday, April 3, 2011
16. Gestures
It’s about time, right!
Sunday, April 3, 2011
18. The "I Really Really Mean It"
The Lip Shrug The Instructional Finger
Forefinger-Thumb Touch
The "Nu, Zeh Barur, Lo?" Shrug The Two-Handed Precision Gestures The "Zeh Oh Zeh" One-Handed Swipe
Sunday, April 3, 2011
30. Why do they suck?
1st - They don’t suck
for everything
They get lost
They cause fatigue
They get in the way
Only 1 hand at a time
Single touch-point
Sunday, April 3, 2011
31. And I’d argue ...
They just don’t feel as good as the simplicity and
unadulterated feel of literally touching a screen.
Sunday, April 3, 2011
37. Twister
Change the game
Spinners have a great
action of engagement
and leave a period of
anxiousness. Trouble
The Trouble die popper
allows you to use
unrestrained power to
do something previously
delicate & controlled.
Sunday, April 3, 2011
38. Fluidity over precision
Fluid imprecise motions are generally easier to
learn & more enjoyable.
Sunday, April 3, 2011
39. Discreet precision has its place
Direct manipulation, even when precisely acted out,
can lead to fun. I think of this every time I use my iPad
40. It’s not just about the
movement ...
The surfaces we are moving on or against has a
lot to do with the aesthetics of the gestures.
Sunday, April 3, 2011
41. What am I touching?
What happens when there is nothing to touch?
Sunday, April 3, 2011
42. It’s not all science fiction
Oblong.com
http://vimeo.com/2229299
Sunday, April 3, 2011
43. Some of it is even practical
Canesta - Designed by Kicker Studio
http://kickerstudio.com/ http://www.youtube.com/watch?v=L9wMrRRK8WE
Sunday, April 3, 2011
44. How do we
design this
stuff?
Sunday, April 3, 2011
45. First ya
gotta read
Dan Saffer is a good
start
Sunday, April 3, 2011
46. ... and read
some more
Josh Clark is darn
good, too
Sunday, April 3, 2011
47. Gotta own it ...
... minimum at least 1 touch-based device,
hopefully 1 that you are designing for.
Sunday, April 3, 2011
48. Know your medium
This isn’t just a faster horse of a different color
Sunday, April 3, 2011
49. Seeing is
believing
but ...
Sunday, April 3, 2011
51. Really!
Build it and use it,
and have others use
it too!
Nick Remis & David Chen - SCAD on behalf
of Motorola Solutions - “Mi - Card” concept
Sunday, April 3, 2011
52. Learning from others
doesn’t hurt
So let’s look at an app w/ arguably great appeal
due to its interesting use of novel gestures.
Sunday, April 3, 2011
53. Pull to spring
Causes a get command: (http://vimeo.com/21903253)
Amazingly successful because of its relationship to the flick,
which makes it discoverable. It’s also damn fun to do!
Sunday, April 3, 2011
54. Swipe to reveal
It’s the new “right-click”: http://vimeo.com/21903335
It’s not so easy to find, but once you do, you never go back,
which makes it intuitive to learn. Is it confused w/ “delete”?
Sunday, April 3, 2011
55. Taps & Swipes
Tap causes reveals of secondary content; swipes then dismiss
it. Easy to find and now includes the “reset” gesture again.
http://vimeo.com/21903443
Sunday, April 3, 2011
56. 2-finger pull http://vimeo.com/21903212
Reveals conversation without loss of context:
2 fingers is arguably not intuitive, hard to discover.
57. Reverse pinch reveal http://vimeo.com/21903290
Common for zoom, the metaphor makes sense, but it is
impossible for self discovery, difficult to actually do consistently,
and the hand is in the way making the content hard to read.
Sunday, April 3, 2011
58. Questions to ask:
Does it contradict or build
off of an existing gesture in
the device system you are
working in?
Is it easy to find if the
natural visual affordances
are not in place?
Are the state transitions
fluid and informative and
connect to the gesture and
the purpose of the action?
Sunday, April 3, 2011
59. Things to remember
about gestures:
Ergonomics is more important
People like them because they
are playful
Gestures are performed
They are more direct
They have less cognitive load
Gestures can have cross-
cultural ramifications
Average size of a finger is .
9cm2
Sunday, April 3, 2011
60. Prototype
Envision,
communicate,
experience
Sunday, April 3, 2011
62. Do I need
program
software?
Yes & No
Sunday, April 3, 2011
63. Animate your visual interface
Starting state
Ending state
Transitions
Sunday, April 3, 2011
64. SCAD on behalf of Freescale Semiconductor
Something like this ...
In this case the finger movements are abstracted to
dots that behave differently depending on the gesture.
http://vimeo.com/4910002
65. Notation
add notations to
existing UI
documentation like
wireframes
Sunday, April 3, 2011
66. More
abstract
notations
This is the equivalent
to tap, hold, drag.
Sunday, April 3, 2011
67. Drag & Drop Interesting Moments
Taken from Bill Scott
Page load Drag over valid target
area
Mouse hover over
draggable object Drag over invalid target
area
Mouse down on
draggable object Drag over original location
Drag initiated (mouse Drop accepted
down, mouse moves >=
Drop rejected
3 pixels)
Drop on original location
Sunday, April 3, 2011
68. Drag & Drop Actors
Page Drag ghost
Cursor Original location
Tool Tip Drop target
Drag object 30
Sunday, April 3, 2011
70. Need to add gesture notions to this existing concept.
Sunday, April 3, 2011
71. Summarizing what we learned
Screen from concept health data viz Microsoft
Surface Table project by Ergonomi Design
Sunday, April 3, 2011
72. Gestures are complex
They are new and
evolving
What works in 1 context
may not in another
We cannot rely on
common constructs
We have to play &
experience
Sunday, April 3, 2011
73. Gestures are best when ...
They are easily learned
Map against natural behaviors
Are well supported by visual
indicators
Discreet gestures are used for
precise operations
Fluid gestures are used for
transitional operations
The designer considers
movement AND the surface
combine to create the aesthetic
Sunday, April 3, 2011
74. Thank you!
David Malouf
Professor of Interaction & Industrial Design
Savannah College of Art and Design
@daveixd
http://davemalouf.com/
dave.ixd@gmail.com
Sunday, April 3, 2011