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Designing Gestural Interfaces: Touchscreens and Interactive Devices | 
enlarge | Author: Dan Saffer Publisher: O'Reilly Media, Inc. Category: Book
List Price: $49.99 Buy New: $44.99 You Save: $5.00 (10%)
Rating: 1 reviews Sales Rank: 35420
Format: Illustrated Media: Paperback Pages: 268 Number Of Items: 1 Shipping Weight (lbs): 1.2 Dimensions (in): 9.2 x 7 x 0.7
ISBN: 0596518390 Dewey Decimal Number: 005 EAN: 9780596518394 ASIN: 0596518390
Publication Date: December 3, 2008 (In 2 Days) Shipping: Eligible for Super Saver Shipping Availability: Usually ships in 24 hours
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| Editorial Reviews:
Product Description 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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| Customer Reviews:
Good for beginning concepts November 29, 2008 calvinnme (Fredericksburg, Va) There is not one line of code in this book. This text is about how gestures in the air and on surfaces can replace or augment the commands given by mice, keypads, and stylii. It is a broad overview, and contains few concrete details about how you would actually implement such systems in detail. For example, there is no "start to finish" design that is so common in O'Reilly books of this type. The author mainly just goes through what it takes to get your thoughts organized in such a way to design such systems. Each chapter has some very good "further reading" recommendations. You'll come away from this book knowing the issues involved in designing gestural interfaces, but not much more. I guess I was just expecting something meatier. For something meatier but a bit older I would recommend Physical Computing: Sensing and Controlling the Physical World with Computers. The table of contents for this book is not yet included in the product description, so I do that next: 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
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