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Brave NUI World: Designing Natural User Interfaces for Touch and Gesture by [Wigdor, Daniel, Wixon, Dennis]
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Brave NUI World: Designing Natural User Interfaces for Touch and Gesture Kindle Edition

4.0 out of 5 stars 1 customer review

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Length: 258 pages

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Review

"Brave Nui World by Daniel Wigdor and Dennis Wixon is a must read for anyone involved in creating compelling user interfaces using modern technology and who, after testing, say ‘Why didn’t that design work the way it was intended?’ To novices in the field, it will read as a how-to guide. For seasoned designers, it reads like a novel where you suspect the outcome but there is usually a twist in the plot, giving you that extra idea to think again. I genuinely enjoyed it and I am not likely to put it away soon."―Paul Neervoort, Lead User Experience Design, Philips Design

"A good grounding framework that immediately kindles ideas of how best to use NUI.  Based on the developments of the past few decades, it provides solid foundations of NUI and develops these with the use of specific examples.While this isn't a cookbook, it does provide clear thematic guidance on how to make your NUI experience excel.  The book covers basic through to advanced concepts in a very clear way.  Good for reference, but even better if you read it cover to cover - you will grow immeasurably."--Dylan Evans, Principal Usability Consultant, Veluuria

"Interfaces are moving beyond our usual computers and into many facets of our lives. The way we design these interfaces is changing too. Brave NUI World helps highlight the new considerations you will need when designing for NUIs."--Daniel Naumann, User Experience Designer

"Wigdor and Wixon, both researchers working on the Microsoft Surface project, present this conceptual design guide for creating natural user interfaces (NUI) for next generation computer hardware. Covering technologies such as the Surface and other multi-touch and gestural devices, the authors discuss a variety of interface techniques and problems noting each issue's compliance with NUI guiding principles and recommending ways in which new development could more closely adhere to the NUI standards. The work includes numerous illustrations and tables."--Reference and Research Book News

"From a User Experience design perspective, touch and gestural interfaces are relatively new and there is a lot to be learnt. A good book to get your feet wet is Brave NUI World: Designing Natural User Interfaces for Touch and Gesture by Daniel Wigdor, Dennis Wixon…The style is more text-bookish, but this book promises to be a valuable reference guide for those designing for touch and gestures."--The Great Remix.com

About the Author

Daniel Wigdor is an Assistant Professor of computer science at the University of Toronto. Before joining U of T, he worked at Microsoft in nearly a dozen different roles, among them serving as the User Experience Architect of the Microsoft Surface product, and as a cross company expert in the creation of Natural User Interfaces. Before joining Microsoft, he previously conducted research in advanced user interfaces and devices at Mitsubishi Electric Research Labs, and at the Initiative in Innovative Computing at Harvard University. He is also co-founder of Iota Wireless, a company dedicated to the commercialization of NUI technologies for mobile phones. Daniel's work has been described in dozens of publications in leading international conferences, journals, and books. His is the recipient of a Wolfond Fellowship and an ACM Best Paper Award.

Product details

  • Format: Kindle Edition
  • File Size: 2689 KB
  • Print Length: 258 pages
  • Page Numbers Source ISBN: 0123822319
  • Publisher: Morgan Kaufmann; 1 edition (5 April 2011)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B0058MX59I
  • Text-to-Speech: Enabled
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  • Enhanced Typesetting: Not Enabled
  • Average Customer Review: 4.0 out of 5 stars 1 customer review
  • Amazon Bestsellers Rank: #854,487 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Top Customer Reviews

Format: Paperback
Very insightful with a lot a new ways of looking into gesture interfaces.
It's a easy read and still not shallow.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: HASH(0x8fa9f3fc) out of 5 stars 14 reviews
4 of 4 people found the following review helpful
HASH(0x8f6cdb58) out of 5 stars A Prescriptive & Scientific Approach To Designing Touch and Gesture Interfaces 21 July 2011
By Ira Laefsky - Published on Amazon.com
Format: Paperback Vine Customer Review of Free Product ( What's this? )
The authors both have significant experience in the design of novel user interfaces and collaborated at Microsoft in the design of the revolutionary tabletop interface known as Microsoft Surface. This book takes a wide view of the literature of user interface development (but significantly omitting from the bibliography the other major book on "Designing Gestural Interfaces" by Dan Saffer). The approach of this volume is scientific relying on GOMS-like state machine paradigms for describing touch and gestural interaction and giving a formal approach that the authors employed in designing Microsoft Surface for design iterations entitled "RITE". While the authors and others in the field have a wide body of experience in the design of novel user interfaces they emphasize the formal scientific techniques that they did employ successfully in the Surface system. Formal methods using a "Must", "Should", and "Could" prescriptive approach are described throughout the volume.

Because this book is well researched, illustrated and based largely on successfully employed experience it well deserves an excellent rating on Amazon and addition to the practitioner's library. It provides much of the scientific basis that "Should" be employed in the design of "Gestural" and "Tactile" Interfaces. I would have welcomed an approach involving more sketching and rapid prototyping like "Sketching User Experiences" by Bill Buxton also of Microsoft and available in the same publishers series. For a book on novel gestural interfaces that takes this approach I would also recommend Dan Saffer's "Designing Gestural Interfaces", I also am somewhat surprised that the authors coming from the Microsoft Research staff didn't describe the design approach used in the XBOX 360 Kinect System.

On the whole it offers a valuable and scientific approach to the design of Natural User Interfaces.

--Ira Laefsky, MSE/MBA HCI Researcher and Consultant
formerly on the Senior Consulting Staff of Arthur D. Little, Inc. and Digital Equipment Corporation
3 of 3 people found the following review helpful
HASH(0x8f7310b4) out of 5 stars Practical and valuable guide 3 July 2011
By OnceMore - Published on Amazon.com
Format: Paperback Vine Customer Review of Free Product ( What's this? )
Advances in human-computer interaction technologies have progressively shrunk the gulf separating user and computing device, making it easier for a user to accomplish a task using means that feel more and more natural to the user. Early in the history of computing, for example, communicating with a computer was cumbersome and consisted of plugging wires in patch panels of circuits. The arrival of programming languages and the ability to communicate with computers through the use of symbolic commands empowered users to think at a more natural level, and further progress was achieved with the advent of graphical user interfaces where users can point and click on labeled screen objects such as menu items and buttons, instead of taxing their memory to recall the exact syntaxes for various commands.

But even today's WIMP-based GUIs (WIMP stands for Windows, Icons, Menus, and Pointers) may be sub-optimal for performing certain tasks. If you've watched the movie Minority Report or CNN's Election Reporting, where screenfuls of information can slide in and out of view with a flick of a finger, or images enlarged or reduced with just the simultaneous movements of two fingers, or multiple people changing the contents in different parts of a screen simultaneously using gestures only, you'll know what kind of tasks I'm talking about. With more and more devices having capabilities to recognize touch and gestures, the next evolutionary step in software application development would surely involve the seamless integration of these new input modalities to the design of natural user interfaces (NUIs). This book will help you understand what you need to know in order to get started with such an endeavor.

The book begins with a discussion of what the authors mean by a natural user interface, qualities to look for in such interfaces, and computing niches where touch- and gesture-responsive NUIs will have an important role to play.

The authors emphasize * repeatedly * in the book that when attempting to integrate new modalities into user interfaces, one should avoid the temptation to simply copy old paradigms. For example, some of the earlier graphical menuing systems that attempted to mimic the way command-centric applications worked by requiring users to first select a desired operation before they could select the object to be acted upon failed miserably because that interaction style was not the optimal way for interacting with a GUI. Equating touches with mouse clicks would similarly not work because there are important differences between those two kinds of inputs.

The authors provide ample discussions of similarities and differences among touch, gesture, mouse click, and mouse movement, and give plenty of guidelines on how to handle touch and gesture inputs, provide effective feedback to users so they'll know whether their inputs are getting received and interpreted correctly by the system, and if not, potentially why, and how to compose interaction patterns that are easy to learn. The book then concludes with some suggestions on how to test the learnability of those proposed interaction patterns.

Recommended readings are provided at the end of each chapter.

Overall, I thought the book is well written but a bit dry. The information provided is practical and valuable.
3 of 3 people found the following review helpful
HASH(0x8f6ce6fc) out of 5 stars Useful framework and guidance to help designers make best use of touch and gesture 12 Jun. 2011
By Jessica Weissman - Published on Amazon.com
Format: Paperback Vine Customer Review of Free Product ( What's this? )
If you're an experienced designer of user interfaces, you're either really excited about the new possibilities opened up by gesture and motion detection controllers or you're convinced that you already know everything you need to know to create touch and gesture based interfaces. This book is useful for both types of designers.

Lots of games are already based on gestures that mimic real life closely, mainly for sports and combat. But what about regular control - finding, sorting, selecting, enlarging,shrinking, moving through groups of item and so forth - the bread and butter of most UIs? Do they require new primitives? How precisely can users gesture? How many gestures can users differentiate? Because touch and gesture are directly physical, do users need more help with them? How does that physicality transform the user experience? Do users already have useful intuitions to exploit?

This book answers those questions by presenting principles, discussing issues, offering examples, and linking to lots more reading. If you've done lots of UI design for anything beyond standard workpiece software, you probably know many of the answers to these questions - and you'll find lots of what you know reflected in sections called "Lessons from the Past". The book goes beyond those lessons and serves as an excellent guide and review for UI designers faced with this new world.

There are 30 scenarios through which the authors, combining research and practical experience, present the issues and offer guidance. Practice in this area has not yet ossified into received wisdom, and there isn't much out there covering the same ground.

So save yourself some time and thought, and pick up this book to help you understand the issues. Expect clear but not sparkling prose.
1 of 1 people found the following review helpful
HASH(0x8fbabbc4) out of 5 stars A brave foray into the new world of Natural User Interface design 17 Jan. 2012
By Patrick Regan - Published on Amazon.com
Format: Paperback Vine Customer Review of Free Product ( What's this? )
At the beginning of Brave NUI World, the authors state there are a lot of problems in the world of Natural User Interface design that have not yet been solved. What they are sure of however, is that the old established ways of interaction design, such as that used in Graphical User Interface (GUI) must not be translated verbatim into this brave new (NUI) world. The authors spend the rest of the book sharing their collective experience in natural user interface design with the reader. They divide the book into several parts in which many aspects of NUI are considered, including just what a NUI is, how to design a NUI, and how to develop a NUI. Clearly, the design chapters are for designers and the how to chapters are for developers but I think that, for either group, reading the whole book would prove very useful. The authors' clearly have a lot of experience designing NUI's and they have thought this book out carefully. I was especially interested in their solutions for dealing with the fact that our fingers are a lot fatter than a stylus or the tip of a mouse icon on the computer screen. They devoted a whole chapter to this issue in which they presented several solutions to this problem. I also liked the chapter they devoted to scaffolding which is the process of moving a user from beginner to expert by providing support for beginners that is gradually removed as they become more adroit at using the software. As NUI's are not just new to developers but are also new to users themselves, I think it is very good that the authors' acknowledge this fact and present solutions to it. I recommend this book to anyone who has to design natural user interface whether it be for the iPhone/iPad, Android devices, or Microsoft devices.
1 of 1 people found the following review helpful
HASH(0x8f6ce6cc) out of 5 stars An Exceptional Reference and a great read for anyone into UI. 27 Sept. 2011
By atmj - Published on Amazon.com
Format: Paperback Vine Customer Review of Free Product ( What's this? )
This was the type of book that not only did you learn something, but it was an enjoyable book to read as well. I have been telling people I work with for a few weeks about this book. It really has the stuff!

Touch interfaces are new and too often we retrofit new input devices to work with software that was designed for other input devices. This book rightly points out, that serves no one well and then it goes on to tell you the right way to go about it.

This book is well done in the way it provides a framework on the best way to deal with new input methods. As it gives you the structure of how to go about things, this is not only about touch, but a treatise on how to create the GUI...or NUI for any new application. You need to first consider what you need and then consider the hardware. Imagine an interface like the new Wii and Kinect games, this book would help you to consider new User interfaces like that as well.

There are 6 chapters:
I: Introduction
II: Design Ethos of NUI
III: New Technologies
IV: Creating an Interactive Language
V: No such thing as touch (In other words, be specific, touch is many things)
VI: Process: How do you get there

Each chapter has the following:
* Description
* Application to NUI
* Lessons from the Past
* Design Guidelines: Which include: Musts, Shoulds & Coulds
* Summary (occasionally the Summary included a bit more about the author. That was great to read).

There are specifics associated with touch, as this was the team that created the Microsoft Surface UI. You get a lot of thinking that was the result of their work on this interfaces. Reading this you clearly see these people were in the trenches. I like the fact that the work is quite current.

Two of my favorite sections from the books were below:

THE INITIAL QUESTIONS TO BE CONSIDERED ARE THE FOLLOWING:
What are the fundamental objects in the system?
What operations do users expect to perform on these objects?
What actions are most likely to occur to perform these operations?
How are each of these actions reversed while they are being performed?
What actions have reciprocal effects and what are these reciprocal effects?
Which actions and operations are commutative?

JUST-IN TIME CHROME:
There is also a section on "Just-In-Time" Chrome that was eye opening. These were self-revealing multi-touch gestures that enabled the user to understand the stages or steps in the UI.

This is a book I'm going to have a hard time hanging on to.
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