tap is the new click

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Tap is the New Click Dan Saffer, Principal, Kicker Studio

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Even though touchscreen and gestural technology has been around for decades, Nintendo's Wii, Apple's iPhone and Microsoft Surface have heralded a new era of interaction design where gestures in space and touches on a screen will be as prominent as pointing and clicking. But how do you create products for this new paradigm? While most of us know how to design for web and desktop applications, many are still wondering how to adequately design for interactive gestures. This talk covers the basics: ergonomics, a brief history of gestural technology, prototyping and documenting, and how to communicate the presence of a gestural interface to users. Dan Saffer, a founder and principal designer at Kicker Studio, has designed interactive products since 1995 that are currently used by millions every day. Dan has led projects for large organizations like Nokia and Time Warner to start-ups such as Ning and Foxmarks. An international speaker and author, his acclaimed book Designing for Interaction (New Riders) has been called "a bookshelf must-have for anyone thinking of creating new designs" and has been translated into several languages. His new book, Designing Gestural Interfaces (O'Reilly) was published in December 2008. Dan is an internationally-recognized thought leader on design who has spoken at conferences and taught workshops on interaction design all over the world. Dan's writings on design have appeared in BusinessWeek, Vitamin, and Boxes and Arrows. He has a Masters of Design in Interaction Design from Carnegie Mellon University.

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Page 1: Tap is the New Click

Tap is the New ClickDan Saffer, Principal, Kicker Studio

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Tap is the New Click // Dan Saffer, Kicker Studio

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We're using bodies evolved for hunting, gathering, and gratuitous violence for information-age tasks like word processing and spreadsheet tweaking. —David LiddleTap is the New Click // Dan Saffer, Kicker Studio

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We’re in the midst of an interaction design revolution.

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How do we design for interactive gestures?

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What we’re going to talk about

Brief history and sensors

Touch targets

Documenting

Prototyping

Communicating

Choosing appropriate gestures

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Gesture: any physical movement that can be sensed and responded to by a digital system without the aid of a traditional input device such as a mouse or stylus.

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Two types of interactive gestures

Touchscreen

aka TUI

Single and multi-touch

Free-form

Wide variety of forms

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Two types of interactive gestures

Touchscreen

aka TUI

Single and multi-touch

Free-form

Wide variety of forms

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The secret sauce: sensors

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Common sensorsPressure

Light

Proximity

Acoustic

Tilt

Motion

Orientation

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Common sensorsPressure

Light

Proximity

Acoustic

Tilt

Motion

Orientation

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Kinesiology & physiology

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16-20mm

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16-20mm

8-10mm

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Tap is the New Click // Dan Saffer, Kicker Studio

16-20mm

8-10mm

10-14mm

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FingersFingernails: Blessing and curse

Fake fingernails: evil

Finger oil

Fingerprints

(Left) Handedness

Accessibility issues

Wrist support

Gloves

Inaccurate (when compared to a cursor)

Attached to a hand aka Screen Coverage

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Avoid putting essential features or information like a label below an interface element that can be touched, as it may become hidden by the user’s own hand.

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Touch events and targets

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Types of touchscreensResistive: pressing two layers together creates the touch event

Surface wave: finger disrupts ultrasonic waves

Capacitive: finger conducts electricity

Infrared: finger breaks grid of infrared beams

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Touch target sizeRemember Fitts’ Law! (Time it takes to get to a target = distance to target / size of target)

As close to the user as possible to avoid users’ covering the screen with their hands

Create reasonably-sized targets: no smaller than 1cm in diameter/square (the size of finger pads)

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Touch target size comparisons

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~25mm ~18mm ~13mm ~8mm 5mm

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Two touch target tricksIceberg tips

Adaptive targets

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Two touch target tricksIceberg tips

Adaptive targets

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Traditional UI elements to watch out for

Cursors

MouseOvers and hovers

Double-click

Right-click

Selected default buttons

Undo

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Documenting gestures

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Dance notation

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Annotated wireframes still work

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Architectural wireframes

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“Master UI” “Individual UI”Run by presenter

Live TouchscreenProjection Area

Used by show attendees

[floor]

[ showing typical arm’s reach for 6’ tall user ] [ showing typical arm’s reach for 6’ tall user ]

touchscreenoverview

[floor]

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Keyframes

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Gestural modules

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Gestural modules

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Storyboards

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Swim lanes framework

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Animation

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Movies

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Movies

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Prototyping gestures

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Low-fidelity: Paper prototype

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Low-fidelity: The “man behind the curtain”

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Low-fidelity: Environments

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High-fidelity: Exact

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High-fidelity: Off-the-Shelf

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High-fidelity: Do It Yourself

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Turning gestures into code

Variables: what are you measuring?

Data: get the data in from the sensor

Computation: determine difference between data

Patterns: what do the sums mean?

Action: if a pattern is matched, do something

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Communicating interactive gestures

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Three zones of engagement

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Attraction

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Observation

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Interaction

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Attraction affordance

Designing Gestural Interfaces Workshop // Dan Saffer, Kicker Studio

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Written instruction

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Illustration

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Demonstration

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Symbolic

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Determining the appropriate gesture

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Three part equation1. The available sensors and input devices

2. The task that needs to be performed

3. The physiology of the human body

(This can be pretty straightforward)

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The ergonomics of human gesturesAvoid hyperextension or extreme stretches

Avoid repetition

Relax muscles

Utilize relaxed, neutral positions

Avoid staying in a static position

Avoid internal or external force on joints

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The more complicated the gesture, the fewer people who will be able to perform it.

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The complexity of the gesture should match the complexity of the task at hand.

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The best designs are those that “dissolve into behavior.” (Naoto Fukasawa)

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The best, most natural designs, then, are those that match the behavior of the system to the gesture humans might already do to enable that behavior.

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Thanks.http://www.designinggesturalinterfaces.com

http://www.kickerstudio.com

[email protected]

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Thanks.http://www.designinggesturalinterfaces.com

http://www.kickerstudio.com

[email protected]