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Designing Gestural Interfaces: Touchscreens and Interactive Devices [Paperback]

Dan Saffer
4.0 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

3 Dec 2008 0596518390 978-0596518394 1

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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Product details

  • Paperback: 272 pages
  • Publisher: O'Reilly Media; 1 edition (3 Dec 2008)
  • Language: English
  • ISBN-10: 0596518390
  • ISBN-13: 978-0596518394
  • Product Dimensions: 20.3 x 1.7 x 24.7 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 595,811 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

Book Description

Touchscreens and Interactive Devices

About the Author

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.


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3 of 3 people found the following review helpful
5.0 out of 5 stars Well written and informative. 24 Dec 2008
Format:Paperback
After having read Dan Saffer's book on Designing for Interaction (a good read in itself), I was looking forward to this new text. There is nothing else available at present that provides an in depth treatment of gestural interaction, so this is a welcome addition to my bookshelf .. well, my desktop actually, as that is where many of my favourite books reside. Designing Gestural Interfaces covers a lot of ground for such a relatively short text, and although I was hoping for more details relating to multitouch devices, I was not disappointed, and would recommend this book to anyone who is interested in this topic.

I guess the advantage of not specialising too much in one area of gestural interfaces is that you can build up 'the big picture' in your mind, and get to see a host of related ideas and how they are interlinked. Another angle on this is that gestural interfaces in the future will most likely be multimodal, using the most effective elements of hand gestures, head movements and facial expressions. This text covers many of these ideas, and has a superb appendix full of gestural examples.
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2 of 2 people found the following review helpful
3.0 out of 5 stars Less hands-on than I hoped 23 Dec 2010
Format:Paperback
Less about iPad and touch user interface design, and more about gesture-based interfaces in general, and in particular Kinect-style interfaces. This is more basic research than something you can pick up and use as guidance for designing the next great Angry Birds/info-visualization tool for the iPad/iPhone/Android.
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Amazon.com: 3.0 out of 5 stars  7 reviews
11 of 13 people found the following review helpful
2.0 out of 5 stars Good for beginners and newcomers only 31 Dec 2008
By Ali M. Vassigh - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
If you have been a designer for the past five years and have some experience with touchscreen or interactive surfaces of one kind or another, then Designing Gestural Interfaces is not for you. This book is best for the beginner as its content is very basic and superficial. There is no deep thinking or insights here. Unfortunately, the occassional good topic is glossed over and your left with only the beginning of an idea.

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.
11 of 15 people found the following review helpful
3.0 out of 5 stars Good for beginning concepts 29 Nov 2008
By calvinnme - Published on Amazon.com
Format:Paperback
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
1 of 1 people found the following review helpful
4.0 out of 5 stars A good reference book 5 Nov 2012
By Hector Lee - Published on Amazon.com
Format:Paperback
Designing Gestural Interfaces is a great resource for those interested in developing or research in gestural interfaces. Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns.
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.
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