This document provides an overview of possible 3D gestures that could be used in gestural user interfaces. It divides gestures into upper body gestures (involving movement above the waist), lower body gestures (below the waist), and full body gestures. Within each category, gestures are further divided into static poses and dynamic movements. Over 100 specific gestures are defined, with descriptions of possible functions they could activate such as playing/pausing media, scrolling, selecting options, and changing properties like volume. The document was created by the Embedded Interaction Lab team with input from IBM Research to explore gestures for social acceptance.
1) Belief in oneself and consistency in training are key factors for hitting beam routines. Every practice contributes to building confidence.
2) Coaches set the tone and expectations for workouts. They provide clear guidelines and reward behaviors that build consistency.
3) Repetition of skills, elements, and routines through various training methods like complexes, super sets, and giant sets helps ingrain consistency both physically and mentally. This repetition builds the confidence needed to hit when it matters.
This document outlines Tony Retrosi's plan for daily basics warmups at his gymnastics training centers. The basics are intended to continue warming up the body, prepare athletes for events, and set the tone for workouts. The plan includes basics for tumbling, dance, beam, bars, and each event. Exercises focus on handstands, rolls, body positions, and movement in different directions and on different sides. The coach provides tips like keeping it simple, moving around to see all athletes, and ensuring good form. The daily basics session varies slightly in focus but always includes active warmups and fundamentals for each apparatus.
Uneven Bar Release Moves Tony Retrosi LectureGymMomentum
It is important to set the foundation fairly early for girls to start working on Major release moves. It takes time and patience but the reward is great release moves.
In order to become GREAT at uneven bars, you need a plan. A plan that starts in your compulsory program all the way through your optional gymnasts. You can not wait until someone is a Level 9 before you try to make them a level 9. I have collections of drills to do with compulsory gymnasts to get them ready for optional gymnastics.
The document provides Tony Retrosi's rules and advice for coaching bars. It outlines the essential skills and progressions for different age levels and ability levels from pre-team/level 3 up to levels 7-9. The key things needed for bars success are kip, cast handstand, clear hip circle, giant, and flyaway. It emphasizes teaching basics correctly from the start and conditioning to prepare for harder skills. Drills are outlined to build strength, body positions, and individual skills.
This document provides frequently asked questions and drills for teaching the Yurchenko vault. It recommends starting round off entry drills as early as gymnasts can perform a round off. Mastering the basic Yurchenko vault takes 12-18 months of training before advancing to more difficult entries. Skills like a laid out Yurchenko are required before working vaults with twists. Conditioning, hurdling, round off, back handspring, and flipping drills are outlined to build the skills needed to perform the vault successfully and safely.
1) Belief in oneself and consistency in training are key factors for hitting beam routines. Every practice contributes to building confidence.
2) Coaches set the tone and expectations for workouts. They provide clear guidelines and reward behaviors that build consistency.
3) Repetition of skills, elements, and routines through various training methods like complexes, super sets, and giant sets helps ingrain consistency both physically and mentally. This repetition builds the confidence needed to hit when it matters.
This document outlines Tony Retrosi's plan for daily basics warmups at his gymnastics training centers. The basics are intended to continue warming up the body, prepare athletes for events, and set the tone for workouts. The plan includes basics for tumbling, dance, beam, bars, and each event. Exercises focus on handstands, rolls, body positions, and movement in different directions and on different sides. The coach provides tips like keeping it simple, moving around to see all athletes, and ensuring good form. The daily basics session varies slightly in focus but always includes active warmups and fundamentals for each apparatus.
Uneven Bar Release Moves Tony Retrosi LectureGymMomentum
It is important to set the foundation fairly early for girls to start working on Major release moves. It takes time and patience but the reward is great release moves.
In order to become GREAT at uneven bars, you need a plan. A plan that starts in your compulsory program all the way through your optional gymnasts. You can not wait until someone is a Level 9 before you try to make them a level 9. I have collections of drills to do with compulsory gymnasts to get them ready for optional gymnastics.
The document provides Tony Retrosi's rules and advice for coaching bars. It outlines the essential skills and progressions for different age levels and ability levels from pre-team/level 3 up to levels 7-9. The key things needed for bars success are kip, cast handstand, clear hip circle, giant, and flyaway. It emphasizes teaching basics correctly from the start and conditioning to prepare for harder skills. Drills are outlined to build strength, body positions, and individual skills.
This document provides frequently asked questions and drills for teaching the Yurchenko vault. It recommends starting round off entry drills as early as gymnasts can perform a round off. Mastering the basic Yurchenko vault takes 12-18 months of training before advancing to more difficult entries. Skills like a laid out Yurchenko are required before working vaults with twists. Conditioning, hurdling, round off, back handspring, and flipping drills are outlined to build the skills needed to perform the vault successfully and safely.
This document is a webpage for a banking website. It includes sections for introducing the bank's products and services, explaining the benefits of banking and choosing this particular bank, comparing fees and rates to other banks, and includes calls to action like applying for an account or logging in. The key areas are an introductory section, reasons to choose this bank over others, and ways for users to take next steps like applying or learning more.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
This document discusses interactive tabletop displays and defines several steps for a project involving their development including defining goals and schedules, identifying user and customer archetypes, and conducting research on technical requirements, interaction design considerations, and related work. It suggests prototyping early versions and evaluating them with target user groups. The document focuses on multi-touch interfaces and surfaces that support direct interaction.
This presentation is particularly focused on introducing prototyping technologies, based on the ideas created in Interactive Communication Project - 2010.
This document contains descriptions of several usability evaluations, heuristic evaluations, competitor analyses, and user interface designs for various clients. Projects include usability testing and proposed mockups for a healthcare portal and lifestyle brand website, a heuristic evaluation and reservation flow for an automotive company, a competitor analysis for an electrical manufacturer, and a wireframe design for a CRM lead module.
This presentation showcases understanding of Interaction design. It also showcases few examples, roles of interaction designer etc.
This presentation is given based on my understanding and experience of interaction design. It is mainly targeted to design students to give them a brief idea of interaction design
Qualitative research methods such as user studies and contextual inquiry are recommended to develop a deeper understanding of users. Researchers should go to users' natural contexts, behave as students to learn from users, and talk to them in their own language. Key aspects of qualitative research include observation, developing curiosity about users' contexts, and remembering to introduce oneself, get permission, conduct individual interviews, avoid influence from others, understand relationships, document all research steps, and take videos, audio recordings and notes.
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
The document outlines the user experience life-cycle, including business analysis, information architecture, visual design, prototype development, and usability. It discusses the importance of easy to use and intuitive interfaces that meet user goals and expectations. The process involves business analysis including requirements gathering, research, and defining use cases. The information architecture phase structures the content and navigation. Visual design and prototyping then evaluate and refine the user interface before usability testing.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document discusses Gestalt principles of design which are concepts in psychology that explain how people tend to organize visual elements into groups or unified wholes. It provides examples of how five key Gestalt principles - similarity, proximity, enclosure, continuation, and figure/ground relationship - can be applied in UI design to help users intuitively understand relationships between different elements on a page. Grouping related items together based on these principles helps users more easily process and understand the information.
Jeff Johnson: Psych 101: The Psychological Basis for UI Design Rulesguest45d695
Jeff Johnson's presentation "Psych 101: The Psychological Basis for UI Design Rules" at Google, July 16, 2008, co-sponsored by BayCHI and IxDA: http://www.baychi.org/bof/ixd/20080716/
The document outlines 5 golden rules of user experience (UX) design: 1) Design for the user, not yourself; 2) Design needs a goal such as to delight, engage or convert users; 3) Keep designs simple; 4) Usability is more important than aesthetics; 5) No design is permanent and designs should be treated as hypotheses to continually improve the user experience. The rules are presented by Melissa Perri at an H3 conference.
UX Design refers to the term User Experience Design, while UI Design stands for User Interface Design. Both elements are crucial to a product and work closely together. But despite their professional relationship, the roles themselves are quite different, referring to very different parts of the process and the design discipline. Where UX Design is a more analytical and technical field, UI Design is closer to what we refer to as graphic design, though the responsibilities are somewhat more complex.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
The document discusses best practices for UX deliverables. It emphasizes that UX deliverables should be adapted to the intended audience and add value. Deliverables should have a clear narrative and tell a story. Creating visually engaging deliverables that keep the audience's attention is important, especially when presenting to clients who may not have a background in UX. The document also stresses that UX is about collaboration between different roles and that effective deliverables facilitate common understanding between teams.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
This document outlines Melissa Perri's presentation on creating effective MVP experiments. The presentation covers:
1. Defining what an MVP is and why they are important for validating assumptions before building fully.
2. Guidance on setting up MVP experiments, including defining the customer and problem, investigating assumptions, designing tests, measuring results, and iterating.
3. Different types of MVPs (e.g. concierge, wizard of oz, landing page) and when each is most appropriate.
4. Adapting MVP experiments based on customer feedback and constraints.
5. How MVP experiments can be incorporated into agile development processes using short sprint cycles.
The document outlines user research techniques and methods for analyzing collected qualitative data. It discusses conducting interviews, ethnographic studies, and affinity analysis to group user statements, observations, problems, and opportunities. The data is then consolidated using various models to identify flows, sequences, cultures, and physical aspects in order to find problems and opportunities to address user needs.
Findings of maternal health study conducted in assamKeyur Sorathia
This study summarizes findings from a maternal health study conducted in Assam, India. It found that mothers faced barriers like shyness, lack of family support, poor access to information and healthcare services, and cultural practices that hindered their ability to receive proper maternal care. Factors like poverty, low education levels, remote locations, and lack of healthcare infrastructure all contributed to high maternal mortality rates in the study locations. The study highlights specific challenges faced by mothers in rural villages and tea garden communities in Assam.
This document is a webpage for a banking website. It includes sections for introducing the bank's products and services, explaining the benefits of banking and choosing this particular bank, comparing fees and rates to other banks, and includes calls to action like applying for an account or logging in. The key areas are an introductory section, reasons to choose this bank over others, and ways for users to take next steps like applying or learning more.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
This document discusses interactive tabletop displays and defines several steps for a project involving their development including defining goals and schedules, identifying user and customer archetypes, and conducting research on technical requirements, interaction design considerations, and related work. It suggests prototyping early versions and evaluating them with target user groups. The document focuses on multi-touch interfaces and surfaces that support direct interaction.
This presentation is particularly focused on introducing prototyping technologies, based on the ideas created in Interactive Communication Project - 2010.
This document contains descriptions of several usability evaluations, heuristic evaluations, competitor analyses, and user interface designs for various clients. Projects include usability testing and proposed mockups for a healthcare portal and lifestyle brand website, a heuristic evaluation and reservation flow for an automotive company, a competitor analysis for an electrical manufacturer, and a wireframe design for a CRM lead module.
This presentation showcases understanding of Interaction design. It also showcases few examples, roles of interaction designer etc.
This presentation is given based on my understanding and experience of interaction design. It is mainly targeted to design students to give them a brief idea of interaction design
Qualitative research methods such as user studies and contextual inquiry are recommended to develop a deeper understanding of users. Researchers should go to users' natural contexts, behave as students to learn from users, and talk to them in their own language. Key aspects of qualitative research include observation, developing curiosity about users' contexts, and remembering to introduce oneself, get permission, conduct individual interviews, avoid influence from others, understand relationships, document all research steps, and take videos, audio recordings and notes.
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
The document outlines the user experience life-cycle, including business analysis, information architecture, visual design, prototype development, and usability. It discusses the importance of easy to use and intuitive interfaces that meet user goals and expectations. The process involves business analysis including requirements gathering, research, and defining use cases. The information architecture phase structures the content and navigation. Visual design and prototyping then evaluate and refine the user interface before usability testing.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document discusses Gestalt principles of design which are concepts in psychology that explain how people tend to organize visual elements into groups or unified wholes. It provides examples of how five key Gestalt principles - similarity, proximity, enclosure, continuation, and figure/ground relationship - can be applied in UI design to help users intuitively understand relationships between different elements on a page. Grouping related items together based on these principles helps users more easily process and understand the information.
Jeff Johnson: Psych 101: The Psychological Basis for UI Design Rulesguest45d695
Jeff Johnson's presentation "Psych 101: The Psychological Basis for UI Design Rules" at Google, July 16, 2008, co-sponsored by BayCHI and IxDA: http://www.baychi.org/bof/ixd/20080716/
The document outlines 5 golden rules of user experience (UX) design: 1) Design for the user, not yourself; 2) Design needs a goal such as to delight, engage or convert users; 3) Keep designs simple; 4) Usability is more important than aesthetics; 5) No design is permanent and designs should be treated as hypotheses to continually improve the user experience. The rules are presented by Melissa Perri at an H3 conference.
UX Design refers to the term User Experience Design, while UI Design stands for User Interface Design. Both elements are crucial to a product and work closely together. But despite their professional relationship, the roles themselves are quite different, referring to very different parts of the process and the design discipline. Where UX Design is a more analytical and technical field, UI Design is closer to what we refer to as graphic design, though the responsibilities are somewhat more complex.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
The document discusses best practices for UX deliverables. It emphasizes that UX deliverables should be adapted to the intended audience and add value. Deliverables should have a clear narrative and tell a story. Creating visually engaging deliverables that keep the audience's attention is important, especially when presenting to clients who may not have a background in UX. The document also stresses that UX is about collaboration between different roles and that effective deliverables facilitate common understanding between teams.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
This document outlines Melissa Perri's presentation on creating effective MVP experiments. The presentation covers:
1. Defining what an MVP is and why they are important for validating assumptions before building fully.
2. Guidance on setting up MVP experiments, including defining the customer and problem, investigating assumptions, designing tests, measuring results, and iterating.
3. Different types of MVPs (e.g. concierge, wizard of oz, landing page) and when each is most appropriate.
4. Adapting MVP experiments based on customer feedback and constraints.
5. How MVP experiments can be incorporated into agile development processes using short sprint cycles.
The document outlines user research techniques and methods for analyzing collected qualitative data. It discusses conducting interviews, ethnographic studies, and affinity analysis to group user statements, observations, problems, and opportunities. The data is then consolidated using various models to identify flows, sequences, cultures, and physical aspects in order to find problems and opportunities to address user needs.
Findings of maternal health study conducted in assamKeyur Sorathia
This study summarizes findings from a maternal health study conducted in Assam, India. It found that mothers faced barriers like shyness, lack of family support, poor access to information and healthcare services, and cultural practices that hindered their ability to receive proper maternal care. Factors like poverty, low education levels, remote locations, and lack of healthcare infrastructure all contributed to high maternal mortality rates in the study locations. The study highlights specific challenges faced by mothers in rural villages and tea garden communities in Assam.
Design Refreshment - New Languages to Everyday Objects and TasksKeyur Sorathia
This document outlines a design project that asks students to redesign interactions with everyday objects and tasks to create more meaningful and enjoyable experiences. Students will observe how people interact with and behave around everyday objects and tasks, both consciously and unconsciously. They will then redesign the interactions for a particular object or task. The goal is to shape people's everyday lives through more thoughtful interactions with digital and non-digital objects and tasks. Students will prototype their concepts and produce a project report, images, and a demonstration of their prototype.
Design Refreshment - New Languages to Everyday Objects and TasksKeyur Sorathia
This document outlines a design project that asks students to redesign interactions with everyday objects and tasks to create more meaningful and enjoyable experiences. Students will observe how people interact with and behave around everyday objects and tasks, both consciously and unconsciously. They will then redesign the interactions for a particular object or task. The goal is to shape people's everyday lives through more thoughtful digital interactions. Students must submit an abstract, written report, images of their design, and a prototype as their final deliverable.
The document describes an interactive communication project conducted by students in the Department of Design at the Indian Institute of Technology Guwahati. The project involved designing and developing interactive installations to enhance the shopping experience at apparel shops. Several student groups prototyped different interactive concepts including installations using sensors, fiducial markers and screens to provide information on clothes, discounts and new arrivals.
The document describes an interactive installation project aimed at creating awareness about energy efficiency and conservation. The project involved designing interactive exhibits that could work as standalone pieces or as part of a larger exhibition. Four student groups designed concepts including an interactive wall puzzle, a light-controlling water tap, a rotating house model to showcase daylight hours, and a dancing puppet to illustrate standby power usage. The installations aimed to convey energy conservation messages in an engaging and playful manner.
Contextual user research and maternal healthKeyur Sorathia
The document discusses research conducted on maternal health in Assam, India. It finds that many pregnant women lack awareness of pregnancy issues, complications, and their rights under programs like NRHM. They face problems like shyness, lack of family support, misinformation from healthcare workers, poor road conditions, and clashes between work and hospital timings. The research identifies opportunities for designing solutions to educate women and create awareness of their healthcare options and nutrition needs tailored to local contexts.
User research was conducted for various projects including of kirana shopkeepers in Mumbai, farmers and truck drivers in Gujarat and Maharashtra, and phonebook usage of illiterate users in Maharashtra and Gujarat. Additional work included an exploratory mobile application project for indoor navigation using QR codes, and creating several interactive installations for topics such as showcasing ethnography studies, music mixing, gaming, and showcasing Italian winemaking. Contact information is provided at the end for Keyur Sorathia.
This document summarizes the services of a design firm that focuses on user research, interaction design, and prototyping. They conduct user research through contextual inquiries, interviews, and studies to understand people and how they interact with technology. They then design interactions and services for various applications and platforms including mobile, web, and interactive installations. Their process involves user research, ideation, prototyping, and testing to help clients understand users and improve product usability. They have worked with clients across industries on projects such as mobile applications, websites, and concepts.
This document outlines an interactive communication project to create awareness about energy efficiency and conservation. The goal is to design an interactive installation that can both work as a standalone piece and be integrated into larger exhibitions. It will showcase different ways to conserve energy and use energy efficient appliances in an interactive and engaging manner focused on energy usage in homes. The installation needs to be portable and able to reach wide audiences across barriers like illiteracy and distance to spread these messages.
There are two main types of interactive installations: content-oriented and fun-oriented. When building an interactive installation, it is important to understand the context well, ensure the installation solves the intended purpose, and avoid unnecessary high-tech ideas. Instead, focus on designs that are feasible yet interesting that people will truly enjoy interacting with.
Primary research involves directly interacting with users to understand their behaviors and problems in their own context. Secondary research reviews existing public studies and literature on a topic. Qualitative research uses in-depth interviews and observations of small samples to gain a deep understanding, while quantitative research uses larger surveys and questionnaires to reach conclusions. Both methods are important for research.
2. 3D Gesture Documentation is an attempt to provide an overview of
possible 3D gestures, which can be implemented in gestural user
interfaces for variety of purposes. It highlights possible functionality
associated with it. The functionalities given in this document are
general purpose, it may vary with the context and its users
It is gathered from existing literature and initial research activity
(ongoing) on identification of appropriate gestures for social acceptance
in collaboration with IBM Research (India). This documentation is the
first draft, which will further be updated at various stages and intimated
3. The document is divided into three major sections:
• Upper body gestures
Gestures that involve upper body (above waist)
• Lower body gestures
Gestures that involve lower body (below waist)
• Full body gestures
Gestures that involve full body
4. These three categories are further sub divided into static gestures and
dynmaic gestures.
Static Gesture
Static gestures are postures that does not take movements into
account. For example, stop gesture can be performed to stop ongoing
video. Posture of “palm facing” is detected to activate stop action, but
the movement of hand is not considered.
5. These three categories are further sub divided into static gestures and
dynmaic gestures.
Dynamic Gesture
Dynamic gestures are movements. Dynamics in a gesture provide a
meaning, which are taken into consideration to activate an action. For
example, in drag gesture, initial and last position of hand movement is
interpreted to activate appropriate action
7. Upper Body 3 Dimensional Gestures
Static Gestures
Stare Narrowed eyes
Wink Wink with tilted neck
(left/right)
Delete a choice; unlike a
choice or provide
alternative choices
Zoom-in a choice;
maximize a choice;
increase brightness of a
system
Favourite a choice;
select or confirm a
choice
Favourite choice on
extreme side (right/left);
select or confirm a
choice on extreme side
(right/left)
8. Huh I Ponh (left)
Ponh (right) Tongue out
Remove favourite tag of
a choice; provide
alternative choice
Select or confirm a
choice on left side
Select or confirm a
choice on right side
Remove favourite tag of
a choice; delete a choice;
provide alternative
choice
Upper Body 3 Dimensional Gestures
Static Gestures
9. Head up Head down
Head sideways (left) Head sideways (right)
Scroll up; increase
properties of a choice
(e.g. Increase volume of
a selected song)
Scroll down; decrease
properties of a choice
(e.g. Decrease volume of
selected song)
Scroll left side Scroll right side
Upper Body 3 Dimensional Gestures
Static Gestures
10. Head scratching Binocular
Call me Hands covering lips
Help required; provide
clues for appropriate
actions
Zoom-in a choice;
increase resolution of
screen
Call or connect to
selected choice
Mute; decrease volume
Upper Body 3 Dimensional Gestures
Static Gestures
11. Elbow bend Victory
Fist Thumbs up
Pause an ongoing
activity
Select or confirm a
choice; favourite a
choice
Grab and select or
confirm a choice
Increase properties of a
function; favourite a
choice
Upper Body 3 Dimensional Gestures
Static Gestures
12. Thumbs down Salute
Hold Sshhh!!
Decrease properties of a
function; remove
favourite tag of a choice
Select or confirm a
choice; upgrade a choice
to most priority contents
Select multiple choices
together
Mute; decrease volume
Upper Body 3 Dimensional Gestures
Static Gestures
13. Surprise Eat
Hands folded Stop
Help required; activate
favorite choice
Select or confirm food
related choice
Pause; start a system Stop ongoing activity
Upper Body 3 Dimensional Gestures
Static Gestures
14. Slap (fear) Perfect
Delete a choice; hide a
choice
Select or confirm a
choice; favourite a
choice
Palm upwards Palm downwards
Increase properties of a
function; scroll up
Decrease properties of a
function; scroll down
Upper Body 3 Dimensional Gestures
Static Gestures
15. Shoot Think
Select or confirm a
choice; fire bullets in
action games
Help required
Hook Hands behind ears
Select or confirm a
choice; tag a choice
Increase sound/volume
of a selected choice
Upper Body 3 Dimensional Gestures
Static Gestures
17. Pinch in & Pinch out
Increase/decrease properties of a choice;
majorly used in zoom in/out an image
Pak pakkapak
Dislike a choice; provide alternative choice
Upper Body 3 Dimensional Gestures
Dynamic Gestures
18. Snapping
Select or confirm a choice; fire bullets in
action games
Driving
Controlling of car in car games
Upper Body 3 Dimensional Gestures
Dynamic Gestures
19. In-air tap
Select or confirm a choice;
Both hands open & close (horizontal)
Increase/decrease properties of selected
choice (e.g. Increase/decrease of a volume
of selected song)
Upper Body 3 Dimensional Gestures
Dynamic Gestures
20. Both hands open & close (vertical)
Increase/decrease properties of selected
choice (e.g. Increase/decrease of a volume
of selected song)
Forward hand push
Select or confirm a choice
Upper Body 3 Dimensional Gestures
Dynamic Gestures
21. Grab and drag
Grab a choice and drag it to desired place
Wave
Start the system; go back to main menu of
a system
Upper Body 3 Dimensional Gestures
Dynamic Gestures
22. Swipe (left to right)
Horizontal scrolling of contents in left to
right direction
Swipe (right to left)
Horizontal scrolling of contents in right to
left direction
Upper Body 3 Dimensional Gestures
Dynamic Gestures
23. Punch
Delete a choice; in some cases, select a
choice (e.g. punch to blast away your calories)
Yesss!!
Select or confirm a choice; favourite a
choice
Upper Body 3 Dimensional Gestures
Dynamic Gestures
25. Cut-throat
Delete a choice; deselect a choice
Fist opening
Select or confirm a choice to activate it
Upper Body 3 Dimensional Gestures
Dynamic Gestures
26. Swipe right hand (sideways)
Horizontal scrolling from left-right
direction
Swipe left hand (sideways)
Horizontal scrolling from right to left
direction
Upper Body 3 Dimensional Gestures
Dynamic Gestures
27. Grab and drag
Grab and drag a choice and move to drop
Upper Body 3 Dimensional Gestures
Dynamic Gestures
28. Spit
Delete a choice; dislike a choice; deselect a
choice
Upper body movement (both sides)
Horizontal scrolling from left-to-right
direction and vice versa
Upper Body 3 Dimensional Gestures
Dynamic Gestures
29. Head butt
Delete a choice
Head movement (only one
time) like “Yes”
Select or confirm a choice
Upper Body 3 Dimensional Gestures
Dynamic Gestures
30. Head movement (only one
time) like “No”
Deselect a choice; delete a choice;
remove choice from favourite tag
Upper Body 3 Dimensional Gestures
Dynamic Gestures
32. Lower Body 3 Dimensional Gestures
Static Gestures
Right leg upwards Left leg upwards
Left leg forward kick Right leg forward kick
Select or confirm a
choice on right side;
horizontal scrolling from
right side
Select or confirm a
choice on left side;
horizontal scrolling from
left side
Delete a choice; kick a
choice; Select or confirm
a choice on lower left
side; increase
properties of a choice
Delete a choice; kick a
choice; Select or confirm
a choice on lower right
side; increase properties
of a choice
33. Left leg backward Right leg backward
Jump Crossed legs
Select or confirm a
choice on left side;
horizontal scrolling from
left side; decrease
properties of a choice
Select or confirm a
choice on right side;
horizontal scrolling from
right side; decrease
properties of a choice
Select or confirm your
choice; increase
properties of a choice
Pause ongoing activity
Lower Body 3 Dimensional Gestures
Static Gestures
34. Bent ankle Toes upward
Right toe forward Right toe backward
Increase properties of a
choice; select or confirm
a choice on left side; left
forward scrolling; pause
or stop ongoing activity
Pause ongoing activity;
increase properties of a
choice
Increase properties of a
choice; select or confirm
a choice on right side;
right forward scrolling
Decrease properties of a
choice; select or confirm
a choice on right side;
right backward scrolling
Lower Body 3 Dimensional Gestures
Static Gestures
35. Sitting Crossed legs (right) - I
Crossed legs (left) - I Crossed legs (right) - II
Start a system Pause ongoing activity;
activate favourite
choices
Pause ongoing activity;
activate favorite choices
Pause ongoing activity
Lower Body 3 Dimensional Gestures
Static Gestures
37. Full Body 3 Dimensional Gestures
Static Gestures
Stand – hands on waist Stand – hands on hips
Tired Huh
Pause ongoing activity;
start a system; activate
serious applications;
return to default
Pause ongoing activity;
stop ongoing activity
Dislike a choice; provide
alternative choice
Dislike a choice; provide
alternative choice;
delete a choice; remove
choice from favourite
38. Hands open & bend
left/right
Hit
A step towards left/
right
Bend forward
Obstruct moving objects
Delete a choice; stop
ongoing activity; hit an
object with a racket (e.g.
Hitting a tennis ball)
View previous/next set
of contents
Activate a choice; fast
forward; move a choice
forward
Full Body 3 Dimensional Gestures
Static Gestures
39. Bend left Bend right
Fly (left) Fly (right)
Select or confirm a
choice on left side;
horizontal scroll on left
Select or confirm a
choice on right side;
horizontal scroll on right
Select or confirm a
choice on left side;
horizontal scroll on left
Select or confirm a
choice on right side;
horizontal scroll on right
Full Body 3 Dimensional Gestures
Static Gestures
40. Squat Sitting on toes
Activate a choice;
activate favourite
choices
Start a system; activate
favourite choices
Namaste
Start a system; activate
a choice
Full Body 3 Dimensional Gestures
Static Gestures
41. Embedded Interaction Lab (EILab) Team
Denny George, Mannu Amrit, Minal Jain and Keyur Sorathia
A special thanks to Shreya Raina.
Special mention:
Moupiya Ukil and Amlan Abhinav